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Issue #212 Vol. XIX, No. 7 December 1994

Publisher TSR, Inc.

Associate Publisher SPECIAL ATTRACTIONS Editor-in-Chief Hitting the Books — Eric R. Noah 10 Make your adventures more like fantasy stories. Associate editor Dale A. Donovan Reruns: Adventures That Improve with Age 18 — Thomas M. Reid Fiction editor Barbara G. Young Get more than one use out of that module or adventure. Editorial assistant Wolfgang H. Baur Consider the Consequences — Renee Stern 24 Every character action should have a campaign Art director Larry W. Smith reaction.

Production Tricks of the Trade — George T. Young Tracey Isler 30 Learn to become not just a DM, but a story teller.

Subscriptions Janet L. Winters FICTION U.S. advertising Cindy Rick Winter Tale — Catherine Brennan 72 What happens when failed warrior meets a bored wizard? U.K. correspondent and U.K. advertising Carolyn Wildman

DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, United States Middlesex UB7 7QE, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is: DRAGON® Magazine. P.O. Box mail are as follows: $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone (414) 248-3625; fax (414) issues sent to an address in Canada; £21 for 12 issues 248-0389. The postal address for all materials from sent to an address within the United Kingdom; £30 for Europe is: DRAGON Magazine, TSR Ltd., 120 Church 12 issues sent to an address in Europe; $50 in US. End, Cherry Hinton, Cambridge CB1 3LB, United funds for 12 issues sent by surface mail to any other Kingdom; telephone: (0223) 212517 (U.K.), 44-223- address, or $90 in U.S. funds for 12 issues sent air 212517 (international); telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all subscription orders. Methods of payment Distribution: DRAGON Magazine is available from include checks or money orders made payable to TSR, game and hobby shops throughout the United States, Inc., or charges to valid MasterCard or VISA credit Canada, the United Kingdom, and through a limited cards; send subscription orders with payments to: number of other overseas outlets. Distribution to the TSR, Inc., P.O. Box 5695, Boston MA 02206, U.S.A. In book trade in the United States is by Random House, the United Kingdom, methods of payment include Inc., and in Canada by Random House of Canada, Ltd. cheques or money orders made payable to TSR Ltd., Distribution to the book trade in the United Kingdom is or charges to a valid ACCESS or VISA credit card; by TSR Ltd. Send orders to: Random House, Inc., send subscription orders with payments to TSR Ltd., Order Entry Department, Westminster MD 21157, as per that address above. Prices are subject to Printed in the U.S.A. U.S.A.; telephone. (800) 733-3000. Newsstand distribu- change without prior notice. The issue of expiration of

2 DECEMBER 1994 REVIEWS

Eye of the Monitor — Cook, Murphy, & Rolston 55 Meet the trio that completes our new tag team of computer-game reviewers.

Role-playing Reviews — 90 Wake up, or you’ll miss these MAGE* game supplements. From the Forge — Ken Carpenter 112 Some people just can’t accessorize. FEATURES

First Quest — Timothy Brown 8 Witness a gamer’s descent into the role-playing maelstrom. COVER Psychic Proficiencies — William W, Connors 41 “The Better Part of Valor”, this month’s Add these mental powers to your Masque of the Red Death cover painting by Les Dorscheid, Victorian horror campaign. displays an uncommon occurrence in many game scenarios—a character Sage Advice — exercising the valuable commodity 84 This month, Skip spreads his wisdom wide across the known as discretion. expanses of the AD&D® and ™ games.

Game Wizards — 88 Try to keep up with Bruce’s SPELLFIRE speed deck. DEPARTMENTS 4 Letters 102 Libram X 6 Editorial 106 Dragonmirth 67 Convention Calendar 108 Gamers Guide 99 Forum 120 TSR Previews

each subscription is printed on the mailing label of stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address, include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of international Reply Coupons with the return envelope part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most addresses. the right to reject any ad for any reason In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact; Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road, of any product without mention of trademark status publisher, unless special arrangements to the contrary Lake Geneva WI 53147, U.S.A. In Europe, contact: should not be construed as a challenge to such status. are made prior to publication. DRAGON Magazine Advertising Coordinators, TSR Ltd. ©1994 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork, however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise Second-class postage paid at Lake Geneva, Wis., event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, U.S.A., and additional mailing offices Postmaster: addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Send address changes to DRAGON Magazine, TSR, returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A. mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set USPS 318-790, ISSN 1062-2101. guidelines before sending an article to us. In the forth in such contract. United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc.

DRAGON 3 What did you think of this issue? Do you have The article, “Completing the Complete Fight. try any more than we care about the authors age, a question about an article or have an idea for a er” by David Howery, appeared in DRAGON sex, religion, or ethnic background. We care about new feature you’d like to see? In the United issue #172 Besides the assassin kit Brian men- publishing only the best submissions we can. States and Canada, write to: Letters, DRAGON® tioned, the author also detailed nomad and Besides, every “name” in this industry (and every Magazine, P.O. Box 111, Lake Geneva WI 53147, northman kits for fighter characters (inspired industry for that matter) was an unknown at some U.S.A. In Europe, write to: Letters, DRAGON by the Mongols and the Vikings, respectively). point. If you can put together a well-written and Magazine, TSR Ltd., 120 Church End, Cherry TSR does indeed have a catalog containing all exciting submission, we’ll be more than happy to Hinton, Cambridge CB1 3LB, United Kingdom. If the products TSR currently has in stock. (The accept and publish it. Hey, that’s my favorite part you wish your letter to be published, you must catalog also lists numerous products from many of this job! —Dale sign it. We will not publish anonymous letters. other companies.) You can obtain a copy of the We will withhold your name if you request it. most recent catalog by requesting one at the following address: Mail Order Hobby Shop, P.O. Box 756, Lake Geneva WI 53147. —Dale Books to games Game Fair Dear Dragon, deadline “What are my I’ve been role-playing for four years. I was introduced to the AD&D® game through the changes chances?” ® novels, and most of my inspiration comes from that source of ideas. I’ve tried several times to convert my favorite sto- Dear Readers, Dear Dragon, ries into game adventures, but it is more diffi- If you want to run an event at the 1995 GEN In the “Letters” columns in DRAGON issues cult than it seems (especially creating sub-plots CON® Game Fair, the convention staff needs to #208 and #209, you answered letters asking to help get the PCs back on track after they hear from you by February 21, 1995. This date how readers can go about submitting their wander off on some tangent). This is a plea for is the deadline for judges to get the convention work to be published in your magazines. I won’t help to experienced DMs who have succeeded staff their plans for single game sessions, tour- ask you to go over it all again. where I have failed. naments, seminars, or any sort of event to be What I do want to ask is this: What kind of Stephen A. Jessup listed in the master schedule for the convention. chance do I have of being published? Do you, Emsworth, England In past years, there were two deadlines: one like a lot of other publications, only consider for the Pre-Reg book, and one for the On-Site pieces from established writers? Since I’m not a “Hitting the Books” by Eric R. Noah, in this book. For the 1995 Game Fair, the Pre-Reg book “name” in the fantasy industry, should I bother very issue of the magazine, deals extensively will be the first and last word on scheduled taking the time and effort to put together a with the problems of converting fantasy litera- events—the On-Site book will not contain any well-written finished product? How many ture into fantasy game adventures. Beyond the new events but will identify events that have submissions do you receive? terrific advice Eric gives, DMs everywhere are been cancelled or filled since the Pre-Reg book It would be great to be published in DRAGON encouraged to write with their own hints and was printed. Magazine, but do I stand a chance? tips to help solve Stephen’s problem. —Dale The 1995 Game Fair will be held on August Sean Griffith 10-13 at the MECCA Convention Center in Omaha NE Milwaukee. To receive a judge or event form, or any other information concerning the Game This is one of the most common questions the Fair, write to the Game Fair office at: Periodicals staff gets, but the answer isn’t as P.O. Box 756, Lake Geneva WI 53147. Thanks simple as the question would make it seem. for your attention. Many people who ask us this question assume The GEN CON Game Fair staff that the article-selection process is like a lottery, where we, the editors, reach down into the slush pile (the accumulated, unread manu- scripts) and randomly pull out a fistful of arti- Finder of lost cles that we then accept and publish. It doesn’t work that way assassins Regardless of whether we receive 10 manu- scripts or 100 or 1,000, if only three of those articles, modules, or short stories are of publish- Dear Dragon, able quality, only those three are going to be I’m trying to track down the issue of DRAGON accepted and published. Put another way, the Magazine that contained an article detailing number of submissions we accept is not deter- Hunting for your next three new kits for the fighter class. I specifically mined by the number of manuscripts we re- remember that one of the kits was an “assassin” ceive. It is determined, however, by how many game convention? kit for warriors. good submissions we receive. We reject submis- If you’re looking for a good time gam- Also, does TSR, Inc., have a catalog that con- sions that are not of suitable quality to be pub- ing, turn to this issue’s “Convention tains all the products the company carries? lished in the magazines, and accept those that Calendar” for current information on Lt. Brian K. Flood are of such quality. where the fun is. Leesville LA The editors of TSR’S magazines do not care if the author of a piece is a “name” in the gaming indus-

4 DECEMBER 1994

Give the gift of gaming

This time of year is the traditional gift- players during a game. Bring your own munity also shows that gamers are ma- giving season for most of us, and I have goodies to the game, or ask the host if you ture, responsible people. Plus, the been wracking my brain trying to come up can stop on your way to the game and existence of a club gives interested novices with an appropriate topic for this editorial. pick up some soda, snacks, or whatever or newcomers to your area a place to turn I considered listing some of my favorite your gaming group munches on while for gaming and friendship. TSR products that came out in the past 12 playing. Organize a game convention. months—a sort of gift-buying guide, if you Offer to he the DM. In most game DRAGON® issue #159 had an article, “Pull- will—with the purpose of exposing you to campaigns, one person handles the task of ing a Con Job” by Thomas M. Kane, that some great stuff that you may have missed being the DM. Over the course of a few gave much useful advice on organizing, in the course of 1994. (Heck, even those of months—even if she loves being a game running, and troubleshooting a small game us who work here have a hard time keep- master—every DM likes a chance to kick convention. You needn’t aim for the status ing up with everything that TSR, Inc., back and just be a player now and then. (or attendance) of a GEN CON® Game Fair produces in a year.) But I thought that an She won’t have to sweat out creating an- or a DragonCon. A 50- or 100-person con editorial about TSR products in a TSR other adventure, drawing the maps, or can help promote gaming in your area, magazine would come across as transpar- detailing the treasures and traps. The and might even make your game club a ent, crass commercialism. (Even though substitute DM can run the same game (or little money. Many game shops and com- I’m delighted to see some of the different even the same campaign if it’s okay with panies can help promote cons, too. (Don’t directions TSR is taking with products everyone involved), the group can take forget to send a listing to DRAGON Maga- such as the ™ set, the these opportunities to experiment with zine’s own “Convention Calendar.” Masque of the Red Death variant cam- other role-playing games, or you could paign, and the ™ setting. devote an evening to playing board games I want to mention one final gift you can Oops, there I go. . .) or watching cheesy movies. (“Bad movie give, even though it’s not directly related Instead, I decided to talk about another nights” are a TSR tradition.) to games or gaming. Like many gamers, I variety of gift, the kind most folks don’t Teach someone how to play. You read a lot. In fact, I buy far more books think about giving because this sort of know that coworker, roommate, buddy, or than I’m ever likely to read. Every once in thing isn’t what comes to mind when one spouse who always wants to hear your a while (i.e., when my book shelves start hears the word “gift.” (Besides, most of latest game story, or who asks you to to overflow), I do my best to adopt a dis- these gifts won’t cost you any cash.) I’m explain just what “that game” is all about? passionate attitude and go through my talking about activities that can improve Well, invite him to sit in on a game session, collection asking myself, “Am I honestly our enjoyment of the games we play and or better yet, have him come over and just ever going to read this?” If the answer’s that can promote gaming itself. Let’s start try a little role-playing, never mind the no, it gets tossed into a box. When I’m with some simple “gifts” you can give to rule books and all that. On an individual done, I cart the box down to the local the members of your own gaming group. level, this is the most important gift you library and donate the books. That way, Offer to drive others to the game. can give. Not only will you introduce a others will have the opportunity to read Not everyone always has access to a vehi- potential player or DM to your gaming and enjoy them. You can do the same. You cle to get to the game. I didn’t own a car circle, but you’ll also be doing gaming a also can donate used games to your game until after I was in college, so my high- favor by passing the torch that was passed club, or take them to a local con and sell school gaming buddies always had to drive to you at some point in the past. Some of them in the auction or flea market. This over and pick me up before the game and us came across gaming in a magazine allows others to play the games, plus you’ll drive me home afterward. They never article or other source, but most gamers probably make a few bucks. You might complained, but it must have been annoy- were introduced to our fantastic hobby by even make enough to go out and buy ing. Many younger gamers and couples other gamers. Imagine all the fun you yourself that new boxed set or module—as who share one vehicle can’t just hop in the could’ve missed out on if the person (or a gift to yourself! car and drive to a game on a moment’s persons) who got you started in gaming notice. Try to plan games , so hadn’t taken the time to get you rolling. no one gets stranded without a ride or has For the truly ambitious, there are a to bow out of a game night because she couple of more time-intensive gaming gifts has no way to get there. Take turns driv- that you, or your entire gaming group, can ing to the game site. Carpool—it’s good for give. the environment (plus you can drive in the Form a game club. If you’re lucky carpool lane). enough to have a steady, devoted group of Offer to host the game. It gets to be a gamers in your area, get them together real drag if one person always has to host and form a game club. (The RPGA® Net- the game session. He has to clean the place work has details on forming an RPGA up before (and sometimes after) the game. club. Write to: RPGA Network, P.O. Box There may be good reasons to gather and 756, Lake Geneva WI 53147.) Formal orga- play there (open spaces, big tables, central nizations such as clubs often have easier location, and so on), but every host will access to resources such as facilities on appreciate a week or two off every once in school campuses, discounts on gaming a while. Similarly, the host of the game purchases and convention entry fees, and often provides all the refreshments for the so forth. An established club in your com-

6 DECEMBER 1994

FIRST QUEST is the title of TSR, Inc.’s Audio CD Introduction to Role-playing Game. This series is a feature where veterans of role-playing describe their first experiences in the hobby. One dead skeleton. The rest is history. by Timothy Brown “Cool.” rock & roll, thus disproving the geek the now-defunct Judges’ Guild in DRAGON Or something like that. hypothesis. For the record.) It was one of issues and noticed they were located in a Anyway, that was my initial reaction these guys who had discovered the D&D® town less than an hour’s drive from where when a friend described the concept of game, bought the original three-book set, I lived. What luck! I got my parents to the DUNGEONS & DRAGONS® game to and got us all to play. drive me down there and blew a fortune me. I was only 12 or so at the time, but I As advertised, he came prepared with (for the time, that is) on stuff, including was already an avid war gamer; no board the rules, the funny dice, graph paper, and Tegel Manor and City State of the Invinci- game too complex, no number of a handful of monster and adventurer ble Overlord. They were great! We played miniatures-in-need-of-painting too many. miniatures. I grabbed the miniatures right in the City State for months. Case-point rules and volumes of army lists off. He essentially held our hands and had The D&D game-by-mail phase: Every didn’t scare me. On the contrary, how us roll up characters. So far it didn’t suck. group of gamers parts, especially when could a game that was essentially played Then we started playing. some members discover girls, jobs, and out in your imagination be any good? To make a long story short, he had us cars. Ours split up but I still liked playing “How do you play?” I asked. blunder into a dungeon and in no time we games. I was involved in a PBM game “It’s kind of hard to explain,” my friend had been squashed by great big monsters called STARWEB* from Flying Buffalo replied. like baby dragons and and such. (game #16 for those of you who remember “Give it a try.” (He wasn’t a very good DM yet.) I was the back that far) and suggested to some of “Well, it’s all swords and sorcery.” only one left, fleeing back the way we had the other players that we play the D&D “Like Tolkien?” I’d probably read the come in with barely a hit point to my game by mail. The response was over- Lord of the Rings trilogy four times by name when I came upon a skeleton. I whelming; they all wanted to do it, run- then. rolled. I killed it. ning their own games and playing in mine. “Yeah. Only you make up the story as Now remember, I was a hardened war We wrote back and forth fairly regularly you go along.” gamer who had campaigned all over this for a few years before it all wound down. “Like what kind of story?” planet. I’d wiped out Panzer divisions and I wish I still had some of those letters; they “Okay. Say you’re a warrior, and you not felt so good. I’d conquered the whole were good fun. (The geek thing was start- venture into a dragon’s lair and slay it. friggin’ world before and not felt such a ing to bother me during this phase.) Then on the way out half the treasure sense of accomplishment. One skeleton in The pass-the-notes-during-class phase: magically turns into some other monster pieces on the ground in front of my char- Trigonometry and Pre-Calculus just didn’t and you have to slay that too.” acter. I was hooked. hold my attention too well, so I started a “Is there a board?” Games had boards. It We all were. We pretty much abandoned D&D game in the middle of class. My was a rule. traditional war games for more than a buddies and I passed notes back and forth “No, but I’ve seen guys use miniatures to year, instead playing the D&D® game without shame; the teacher never caught represent their characters and the every time we got together. I drew out on. I infected a whole bunch of fellow monsters.” miles and miles of dungeons. (“Wilderness students that way—normal kids, I mean, I “Miniatures?” Something I could relate adventures? Sure, I guess they’re possi- started feeling better about the geek thing. to. I remembered shoving fantasy minia- ble.”) I craved graph paper. tures out of the way to get to the Napole- I went to the hobby shop to buy the From then to now is kind of a blur. onics before. rules. They didn’t have them, but they did Anyway, now I’m the boss of lots of very “Yeah, they move them around on mats have DRAGON® Magazine #3 for sale. I creative people who make wonderful with square grids with dungeons drawn bought it. It had Fineous Fingers and the AD&D® game worlds and adventures. I get on them. Do you want to play?” Dexterity table and the birth tables. I to pass judgment on upcoming releases, “What do I have to do?” wrote to TSR and sent money for the rules and I think back to my early days of play- “Nothing. I’ve got the rule books. I’ll and inquired about DRAGON issues #1 and ing the D&D game. Would this product make up a dungeon and we’ll play.” #2. They sent the rules and both maga- have been fun for me then, I ponder. Is it Lots of rules. Something else I could zines, though I’d only sent money for the as cool as City State of the Invincible Over- relate to. rules. Wow, those guys at TSR were nice. lord was to me then? Those days and the “Cool.” Like I said, cool. We played mindless dungeon slaughter feelings I had guide my thinking still. It all games and loved it. We misinterpreted the comes down to that day when just one It bears mentioning that our gaming rules as we saw fit and loved it (we made skeleton stood between me and what group at the time was essentially me, my up spell-point rules, we gave fighters one would have probably been a much more brother, and some of his friends. They swing per round per level). Ah, those were normal life. were geeks but I was pretty sure I wasn’t. the days. My brother wasn’t so bad, either. (He’s There were three phases of gaming that came upon me in rapid succession: liable to read this so I thought I’d throw * indicates a product produced by a company other that in. In my own defense, I went on into The Judges’ Guild phase: I saw ads for than TSR, Inc.

8 DECEMBER 1994

10 DECEMBER 1994 by Eric R. Noah Photography by Charles Kohl Make your games more like fantasy literature If you are like many people who enjoy Perhaps that example sounds extreme fantasy role-playing games, at some point and perhaps your own adventures are you finished reading a classic of fantasy much better than that. No matter how literature and came away with a sense of much work goes into it though, even the wonder, a feeling that you had been given best game adventure often doesn’t stack up a rare privilege. to even an average fantasy story. This is With a classic such as J.R.R. Tolkien’s because the elements that make literature Lord of the Rings, you definitely can sense so rich and rewarding are glossed over by a link between the literature and the many gamers when they create adven- games. It was no wonder that someone tures. If you want your fantasy game to invented a game that allowed average, or- satisfy you the way fantasy literature does, dinary people to play the parts of heroes in you will need more than magical swords adventure after adventure set in realms of and talking dragons. You need to deal with magic and wonder. It turned out that you setting, character, conflict, theme, and plot were not alone in wanting to act out a tale elements, including exposition, climax, and of fantasy, and with the advent of the resolution. No complete story can exist DUNGEONS & DRAGONS® game (and later, without each of these characteristics being its descendants) this desire could become— included in some way. almost—a reality. Following is a discussion of each of these If you are a who is new elements: what they are, what they do for a to the hobby, you may be wondering how story, and how to apply this information to your homemade fantasy adventures could your gaming experience. My advice is to be mere pale imitations of the fantasy liter- plan on doing only a little of this “story build- ature you’ve read. If you are an experi- ing” at a time. The art of creating fully satis- enced DM, you may be feeling that your fying adventures does not come all at once; creations, no matter how clever or unique, it is developed throughout years of interest somehow lack the depth of fantasy stories. in the hobby. I also suggest that you share There’s a reason for this: the best fantasy this information with your players and other literature is literature first, and fantasy sec- DMs—you’ll be surprised at the help they ond. No fantasy story could be read with can give you. Finally, while I make reference satisfaction if it went like many game ad- to the AD&D® game and specific works of ventures: a bunch of characters who don’t literature, these principles can be applied to know each other get hired by someone they any fantasy role-playing game and most role- don’t know to find something valuable in a playing games of other genres as well—and nearby dungeon, which is guarded by a certainly many other works of literature bunch of monsters who don’t know each could be mentioned in place of the examples other or why they stay there. The charac- used here. ters fall in some pits, kill monsters and take their valuables, and eventually stumble Setting upon the thing they were hired to find. This is a pretty simple concept to under- They leave the dungeon, go back to the per- stand: it is the place and time in which a son who hired them, collect their pay and story’s events occur. It includes things such upgrade their equipment. The characters as terrain, weather, society, era, season, and didn’t learn anything about themselves, can include a tone or mood that the author each other, or the world around them. is trying to create and sustain. Setting is criti- There was no attempt to build tension, no cal to fantasy literature (and therefore, to satisfying climax, no wrap-up to allow re- fantasy gaming) because it is more than a flection. This was no story. It was, at best, a backdrop for character actions. It is an envi- strategy exercise ronment with which the characters interact. A particular setting can be a friend or a foe ings that inhabit the setting of a story the ancients? Do they like social or politi- to characters, but it should never just be. Generally, there are two kinds of charac- cal intrigue? Do they want chances to It should have a life of its own, with ters: static characters, who don’t change meet the legendary NPCs of the area? Take unique features that generate theme, or grow in any essential way, and dynamic the suggestions and run with them. conflict, and plot. ones, who do change, grow, or learn from Let’s take a look at the setting from Lord the experiences they have in the story. In Conflict of the Rings. Middle Earth is an environ- fantasy games, the characters run by the This element is a basic part of any story. ment dominated by terrain, societies, and players are the dynamic characters, and Without conflict, there would be no story tone. Tolkien takes great care to describe those run by the game master are the to tell. The three little pigs would have just the simplicity of life in the Shire because static characters. stayed in their straw house. Little Red he wants the reader to compare it with The AD&D game is almost totally fo- Riding Hood would have simply delivered the increasingly more complex human cused on the generation and development Grandma’s food. Conflict is the opposition societies such as Rohan and Gondor. By of character abilities: what powers and of forces—but note that this opposition drawing this comparison, he attempts to restrictions the character has at any given needn’t be a violent one. In a world where make a statement about human nature. time. It also does a pretty good job of more than one person exists, conflict is all (This kind of statement is called a theme; explaining how PCs (through their players) around us. more on that later.) Tolkien also vividly interact with other PCs and with NPCs. Every conflict, whether it is a young girl describes the vast lush areas of nature as This is accomplished in part by the con- breaking her first horse or a sergeant the Fellowship of the Ring travels across cept of character alignment, which helps trying to gain his squad’s respect, a man Middle Earth, only to present us with the the DM decide how NPCs will react to any climbing a mountain or a child deciding if dry, cracked, dark land of Mordor. By given situation, and aids the players in stealing is wrong, can be placed into one showing us that the natural world is in running their characters with consistency. of four basic categories: person vs. person, danger of corruption by the forces of evil, But where fantasy game characters leave person vs. environment, person vs. group, he also suggests that its inhabitants face off, fantasy literature characters begin. and person vs. self. Fantasy literature the same danger on a spiritual or moral Following are some notes about player provides countless examples of each kind level. In no case is the setting described characters and non-player characters, and of conflict: merely so that the characters have a place how they can be run more like characters Person vs. Person: One of the purest to stand. The setting itself is vital to the in a story: examples imaginable is that of Bilbo Bag- story. 1. Always know what is motivating a gins engaged in a riddle contest with Gol- The good news is that the AD&D game character. For the DM, this means develop- lum in The Hobbit. This kind of conflict is has a wide variety of vivid settings, includ- ing at least a brief statement of purpose as important to character development as ing the FORGOTTEN REALMS®, DARK for each significant NPC created. For play- it is to the plot. SUN®, and AL-QADIM® worlds, the dark ers, this means detailing a PCs likes and Person vs. Environment (or Nature): domains of a ® campaign, and dislikes, goals, hopes and dreams, and Frodo and Sam’s struggle against the harsh the ™ and PLANESCAPE™ cam- then making sure the DM knows about landscape of Mordor is a vivid example of paigns. All of TSR’s game worlds, old and them. this conflict, which is necessary to estab- new, provide solid settings that seem to 2. NPCs should never be throwaway lishing the tone and character develop- generate stories on their own. For in- characters. Just because they are static ment in their story. stance, take Athas, the world of the DARK doesn’t mean they’re not important. Actu- Person vs. Group (or Society): There are SUN environment. This is a place where ally, the very fact that they generally don’t many examples of this kind of this conflict power (in the form of magic) is clearly change makes them extremely valuable as in fantasy literature, since fantasy heroes capable of the destruction of the natural a measure of PC growth. When characters often tend to be loners, but a clear one is world if it is used improperly. That’s a come back to their favorite tavern after a Drizzt Do’Urden’s conflict with his theme that can be incorporated into many daring quest, they should be able to see kin in The Dark trilogy. The person-vs.- adventures set in this place. The gods have how far they’ve come by sizing up the society conflict usually exists to support a abandoned Athas, but do the inhabitants reactions of the bartender, who’s the same theme concerning individual freedom or give up? No. Instead they find ways to as she’s always been. Think of the end of worth because the individual is almost draw strength from the elements or from the Ring trilogy: Frodo, Sam, Merry and always the one doing the right thing by their own minds. The clear lesson here on Pippin return to the Shire decked out in being true to himself. human nature is that humans are adapt- foreign armor, some taller and stronger, Person vs. Self (the Moral Conflict): This able and will survive no matter what. The some wounded, all changed. No one reacts conflict is key to every single work of lands of the setting come to them as if they were the same old hob- fantasy literature that I can think of. The equipped with theme and conflict built bits they were when they left for Mount hero starts out a little muddled about right right in. So do the other published TSR . And that’s the way it should be. and wrong, and through his adventures game settings, to varying degrees. 3. Although NPCs are generally static discovers his own values. One clear exam- Here’s the bad news, though: You can characters, not all of them should be. ple is Frodo’s struggle with his desire to have all the good setting material you Major foes and allies (especially NPC simply kill Gollum. With a little advice could imagine and still not use it to its full henchmen) should have opportunities to from Gandalf, he decides to act with mer- advantage. You can avoid this by making learn from their own experiences. How cy and let Gollum live. When Frodo’s will sure you clearly understand and use the would PCs react if an NPC villain suddenly fails against the dominating power of the features of a given setting that make it had a change of heart? What if a trusted One Ring and he “decides” not to destroy it unique. After all, why would something be ally turned against the PCs? You can bet after all, it is only the fact that he acted different if it weren’t important? Ignore they’d be surprised! Recall how Gandalf with mercy that allows the quest to suc- the defilers of Athas, the Cataclysm of the Gray, a character seemingly incapable ceed: Because Gollum is alive, he is there Krynn, or the Dark Powers of the of further growth, became Gandalf the to bite off Frodo’s ring finger and fall, with RAVENLOFT setting, and you’re ignoring White after his near-death experience. the Ring, into the Crack of Doom. Tolkien’s tools that can make your adventures rich What a breath of fresh air that was to the lesson is that we do not have to go against and meaningful. story! our own morality to destroy evil. Fighting 4. When the players initially generate evil is fine as long as we do not become Character their characters, survey them to see what evil while we’re about it. Evil will destroy This is another easily grasped aspect: they’ve decided their characters are inter- itself, if given a chance. Frodo’s success in Characters are the people and other be- ested in. Are they fascinated by relics of his moral conflict is living proof of 12 DECEMBER 1994 sy world as they are their swords and Relationship Conflict spells. Most DMs, in turn, know this, and One is an heir, one is not Siblings frequently contrive little scenarios for PCs Family name in disgrace to react to: Do they feed the starving Sibling rivalry if close in age peasant? Do they fight off the evil hunters Twins and save the unicorn? Well, of course they Mysterious parentage do, because there isn’t any other way to Common rival or love interest react and still be a halfway decent person. Cousins/other Parents (or others) were rival siblings Here’s the problem, though: In fantasy Distant relations One side of the family has a bad reputation literature, moral choice (the person-vs.-self Childhood friends Common rival/common love interest conflict) isn’t simply dropped in for flavor From same region Home region plays key role in campaign like some spice. It is the very meat of the Served time together Common enemy from time in prison recipe. To the characters in these tales. Wanted criminal/on the run deciding on a course of action when right Question of innocence or guilt and wrong are at stake often is a monu- Educated together Same guild or academy or individual teacher mental, life-changing task. This is how it Differing philosophies of the trade should be in games, too, and unlike setting Friendly or unfriendly rivalry and character, it is not so well considered Common rival in the rules of most fantasy role-playing Worked together Common rival/common employer games, nor is it an easy thing to accom- One has “dirt” on the other plish, Following are some notes about Worshiped together Slightly differing philosophies Opposed religions provide common rivals incorporating questions of morality into One, both, or neither are priests fantasy adventures: 1. Every choice of a moral nature should Secret relationship Shared curse have some sort of consequence, whether Other imaginative options immediate or not. If PCs have been con- sistently generous to the beggars in their Tolkien’s theme. vere no matter what, because they are the home city, find some way for that generos- Consider the One Ring itself. Although movers and shakers of the world, the ones ity to be rewarded. It needn’t come right its primary power at first seems to be its with power. Being unique and standing out away; in fact, the longer the reward is ability to grant invisibility to its user, the in a crowd doesn’t present any difficulties held off, the bigger the impact on the reader is made aware of its true purpose: for you in a society when what makes you players of making the right choice. Like- to first inhibit and eventually destroy the different is your ability to call flaming wise, choices that go against PC morality user’s ability to make moral choices. With death from the skies. should have consequences, too. Keep in a user such as Frodo. whose will and If there is one abyss in fantasy games. mind that players might enjoy purposely natural bent toward good are strong, the though, one thing that separates the having their characters make the wrong Ring is capable only of causing minor games from the literature they try to choice now and then, since this adds to changes in personality. With a user such recreate, it is the lack of real moral choice the story and to character development. as Gollum, however, who was already in the stories that are played out during (At least one TSR product suggests apply- treading the path of selfishness, the Ring many game adventures. Either the entire ing consequences to good or evil acts: the completely subverts the mentality of its issue of choosing is ignored, or the choices ® Adventures hardcover “owner,” replacing free will with moral are so obvious that the players really have for the original AD&D game.) slavery What clearer symbol could Tolkien no choice. 2. Make the choice a genuine one. Don’t possibly use to explore the issue of moral The first problem, the total absence of create situations where the expected “cor- choice in his story? moral choice, appears when players focus rect” decision is clear and obvious to all. Most fantasy role-playing games and more on experience points, wealth, and As an example, recall Bilbo’s choice to steal their players cover the person-vs.-person strategy then on story content. This type the Arkenstone from his companions and conflict pretty thoroughly, usually in the of game is fine, if it is satisfying to all give it to the unified force of Elves and form of “person vs. monster” or “person concerned. Consider this, though: These Lakemen. Bilbo risks his friendships to do vs. enemy NPC.” There are enough kinds characters. which have been created to act the right thing. Making the right choice of skills delineated in the ruleS to cover all in place of the players in a realm the play- often involves risk and sacrifice. kinds of personal confrontations, from ers can never reach, often are engaged in 3. Don’t offer money as the only reward combat to spell-casting to nonweapon activities that might disturb real people. for PC adventuring. If your players love skills to class-based or race-based abilities. They trespass on private property; they fantasy, you can find some issue that will The person-vs.-environment conflict also is kill living, thinking beings; they take what motivate them to act on their own, wheth- considered fairly consistently by most is not rightfully theirs and often with- er it is the harming of the innocent, the games. Setting has been covered else- out even considering what they are doing abuse of power, the suffering of the mass- where in this article, but it cannot be or why they are doing it, except that it es, or the destruction of nature. Your overstressed that setting should interact gets them (i.e., the players) ahead in the players will enjoy themselves a lot more, with player characters as much as other game. For the players, and presumably and become more emotionally involved in personalities interact with them. their characters, the end justifies the the game. The struggle between individuals and means. If this is what the players truly 4. Have players explain their choices. To society, on the other hand, is one that is desire, there is no problem to correct. improve the role-playing involved with often given short shrift in game adven- Most players of fantasy games, though. morality decisions, encourage each player tures. Perhaps this is because the univer- are quite interested in their characters as to briefly tell why her character makes a sally accepted solution to this conflict—“be “real people.” They develop detailed back- certain decision when right or wrong yourself”—seems too obvious to most DMs grounds for them, decide on personality seems to be at issue. This will help the and players for them to even consider It types, figure out what made a character player in question realize what she is also may be because, in fantasy games, the become a thief or a wizard or whatever. doing, and will possibly stimulate conver- PCs can afford to “be themselves” in a They are as interested in pitting their sation on the topic with the other players. conflict with society, and they will perse- characters’ personalities against the fanta- 5. Do nor allow evil-aligned PCs in your

DRAGON 13 campaign. If there is one underlying themes of fantasy literature, examples, fall of the Empire in Return of the Jedi theme of fantasy literature, it is that evil and ideas for employing them in a game. without the Ewoks. If players can become fails eventually. Evil characters always 1. All that glitters is not gold. This is a convinced of the veracity of this lesson make the wrong choice on issues of moral- fairly simple, universal theme, also known (i.e., if they see it work firsthand), you’ll ity. Any fantasy game that attempts to as the “appearance vs. reality” theme. The have players who are as eager to make bring fantasy literature to life will support classic example is the One Ring, surely as friends as they are to kill monsters. good-aligned characters and discourage deadly and corrupting as it is beautiful. 5. Power comes with a price. This price evil ones. This theme is quite readily useful in either is a sacrifice or a responsibility. 6. Realize that NPCs frequently are in- gaming. PCs can be presented with seem- Luke Skywalker’s power came only after volved in their own inner conflicts. Think ingly insane hermits who accurately pre- much training, self-discipline, and self- about Darth Vader in Return of the Jedi (to dict the future, gold-filled rooms that are denial. Gandalf’s power came with the use a science-fantasy example). We think death traps, and cursed magical items that responsibility to care for Middle Earth. of him as a static character who has his seem valuable. However, this theme is so One of the very definitions of evil is raking mind made up, right up to the second common in many campaigns that PCS will power without also assuming the responsi- before he tosses the Emperor to his doom, always believe the insane hermit and avoid bilities that go with it. saving his son’s life. What is our natural the obvious treasure—so you may want to Lest you think that the notion of theme reaction? We cheer, at least inwardly, try reversing the theme: “Some things that is foreign to the AD&D game, I direct you because he did what we hope we would glitter actually are gold.” Try the insane to the DRAGONLANCE Adventures hard- have done in his place. hermit approach—but make his prophesies cover for some themes that its authors Moral choice is no easy thing to incorpo- wildly inaccurate, for a change of pace. think the DM should stress: rate into a fantasy game campaign—but The appearance-vs.-reality theme is —Good redeems its own. without it, you’ll never even get close to useful in adventures that deal with illu- —Evil feeds upon itself. experiencing the satisfaction that the sionists, shapechanging monsters, charms, —Good and evil must exist in contrast. literature brings. highly charismatic villains, and quests If you want to generate more themes far involving valuable objects. use in your game but are unsure of how Theme 2. United we stand, divided we fall. In to start, try stating themes in question Unlike character, setting, and conflict fantasy literature it is frequently the case format: What does it take to be a hero? theme is a concept that is a little hard to that the main characters must unite dis- What is being a man/woman/elf// define and discuss concretely. When I was parate groups. In the DRAGONLANCE wizard all about? What do the higher attempting to convey the idea of theme to Chronicles, Laurana’s leadership skills powers of the universe want or need with eighth-graders during my student teach- were put to the test as she tried to rally mortals? Themes that are questions are a ing. I began with fables. We would read the forces of good. In The Hobbit, the great way to introduce theme to the cam- the fables and then talk about the “moral” Wood Elves, the Lakemen, and the paign without the DM needing to have all that was always printed at the end. Thorin’s band of dwarves would have the answers at once. Theme, I told them, was like the moral of been destroyed had they not been able to If this discussion an theme is sounding a fable. It is what the author is trying to set aside their differences to work against like the discussion of the moral-choice say about the world by telling a particular the . conflict, that’s fine, because theme and story. As my students got more comfort- In fantasy games, this theme comes up moral choice are intricately linked (just as able with the idea of theme, we moved on when PCs work for the good of the group character and conflict and setting and, as to reading fables that did not reveal the rather than for themselves, or when the you will see, plot, all are linked). A theme moral in so many words. The students need arises to convince feuding parties to is an author’s statement of what she would would then attempt to write their inter- make peace or defend each other. do in the same situation—what moral pretation of the “moral-less” tales. The 3. Diversity wins over conformity. This choice she would make. result was that students were able to put is the flip side of the previous theme, for it themselves in the place of the author and emphasizes the need for many kinds of Plot figure out what the lesson of the fable was talents and points of view in the world. Plot, simply put, is the sequence of supposed to be. The Fellowship of the Ring (from the Lord events in a story. The perfect model for What if we tried the same experiment of the Rings) and the Companions (from discussing plot is a journey: A character with your standard FRPG adventure? If we the DRAGONLANCE Saga, attest to the starts out somewhere, moves along, en- looked at it objectively and tried to deter- existence of this in fantasy literature. counters people and things, does what he mine the “moral” of the story it tells, we Players of fantasy games need no con- set out to do, and then goes home. Many might come up with a list like this: vincing of the truth of this when it comes fantasy stories are in fact tales of —Might makes right. to their own parties, because FRPGs are journeys—not only so that the author can —Kill first, and don’t bother asking set up to support the need for balanced show off the world he has created and questions later. groups of adventurers with lots of differ- have the environment interact with those —The end justifies the means, unless the ent skills. When dealing with the standard characters, but because fantasy literature means justifies the end. villain races, however, PCs could stand a is often story-telling in its most pure form, Fantasy literature, an the other hand, lesson in tolerance and acceptance. On the and a plot about a journey is the most almost always tries to teach lessons like other hand, these villain races often fail at natural thing in the world. these: their objectives precisely due to the fact There is one big reason why the plots of —The powerful are not always right. that they squash differences among them- fantasy games cannot be created like the —There are two sides to every story. selves and breed a uniformity that, ulti- plots of fantasy literature: A fantasy story —Do the right thing, the right way. mately, can be overcome by diversity. is created by just one person, over a long —Personal beliefs outweigh the society’s To make individuality and diversity a period of time, with lots of revision and laws. real issue in the game, being different has crafting, while a fantasy adventure’s plot is —Individual desires must be put aside to hurt a little, as it sometimes does in real created by the DM and at least one for the common good. life. Only then can the acceptance of one’s player—spontaneously, at the same time, Is it any wonder that players of fantasy unique contributions seem like a real with sometimes purposely random events. games come up short when trying for the accomplishment. Most gamers wouldn’t have it any other feeling they have when they read fantasy 4. Allies are a tremendous source of way. It is no wonder that plot is hard to literature? power. Think of where Frodo would have achieve in the game, and why most adven- Following are more commonplace been without Sam Gamgee. Imagine the tures involve a lot of wandering around at 14 DECEMBER 1994 random. Here’s an example, using the following Yet even in the purposeful chaos of characters: gaming, the DM does have some control —Aelyra, a chaotic good female elf over where the story could go. After all, fighter/mage. while you may not control the players or —Baz, a chaotic neutral male half-elf their characters, you do control the rest of bard. the world. Your big job, then, is to make —Corin, a lawful neutral male dwarf sure that the rest of the world goes on as fighter. it normally would, with or without the —Devilon, a neutral female human PCs. That way, there is always something wizard. happening (the very definition of plot), and The DM decides that Baz knows Aelyra, the PCs can choose to react as they wish. Corin knows Baz, and Devilon knows The world doesn’t revolve around the PCs. Aelyra. Individually and secretly, the play- Give the players the feeling that the world ers of these characters decide on the is an active place, and that their charac- details of their past relationships. Baz and ters can choose to jump in when and Aelyra, it is decided, are half-siblings, with where they please. a common father. This makes Baz a bas- In order to discuss some of the specifics tard and an embarrassment to Aelyra’s of making plot a stronger element in fanta- family, so they choose to keep this rela- sy adventures, we can break plot down tionship a secret. Corin and Baz worked into three parts, keeping in mind the com- together recently as caravan guards, and parison between a plot and a journey. their players don’t bother to keep this a secret. The players of Aelyra and Devilon Exposition decide their characters were trained in This is the beginning of the journey: magic at the same academy, and again this who the characters are, how they know is made common knowledge. Now the each other, and why they are making the players have a little information with journey in the first place. In fantasy litera- which to role-play their characters, and ture, exposition is vital in creating reader the DM has some facts he can use to gen- interest and setting the scene. Without erate future adventures with. strong exposition, a story will fail to keep Having characters share past experi- readers interested enough to make them ences helps create conflict—the kind of want to finish what they’ve started. conflict without which stories cannot Unfortunately, exposition is one of the exist. Following is a list of several kinds of weakest elements in a typical fantasy game relationships for PCs, and some possible adventure. At the beginning of a cam- conflicts that might come with them: paign, the characters typically are stran- gers who all happen to be in the same Exposition needn’t be something to wade tavern at the same time. This would never through or tolerate before the real fun work as the exposition of a fantasy tale, so begins—it provides a conflict that makes why should you just accept it as part of the story worth experiencing. the game? One of the things that drew me to con- Climax tinue reading the DRAGONLANCE This is the point of the journey. It is Chronicles trilogy through its initial pages what the whole trip has built up to. It also was the fact that most of the characters is a story element that most DMs are fairly clearly knew each other before the story comfortable with. Climaxes come in many started. I wanted to learn how they had sizes and intensities. In Tolkien’s trilogy, met, and what kinds of experiences they’d for example, Frodo’s escape from the ring- had together. It is possible for your players wraiths into Rivendell is thoroughly excit- to create characters not as isolated stran- ing, but a small climax compared to gers, but as people who know each other Gandalf’s unsuccessful confrontation with to some degree. Not all the characters the Balrog in the dwarven halls; this in need to know all the other characters, but turn is relatively minor when considered as long as everyone knows at least one against the books concluding battle in other character from some past experi- which the Fellowship is broken and ence, no matter how minor it might seem, Boromir is slain. you have the potential for interesting Generally, the climax to a standard game relationships between the members of a adventure is a fight with the biggest, bad- PC party. dest monster or NPC around in order to It works like this: Everyone generates complete the goal of the story. That’s not a their characters normally, recording abili- bad thing, because FRPGs are built around ty scores, race, gender, and class. All of that person-vs.-person conflict. Here are this information is given to the DM, who some options to consider, though, which then decides which characters know each could improve the climaxes of your game other—but not how they know each other. adventures: He lets the players decide this in secret, First, let the PCs think they know what allowing them to come up with the rele- the climax is going to be, and then change vant details and also allowing them to it. Let the characters think they are going choose what they reveal about their char- to spy on the prince and learn some dirt acters’ relationships to the rest of the group. Continued on page 22

Get more use out of your old campaigns by Thomas M. Reid Photography by Charles Kohl

Adventures that Improve with Age

Everybody loves reruns. Whether it’s a new group) it’s a published adventure and favorite movie or a particular episode of some of the players in your current group MASH, Cheers, or Star Trek) we want to have been through it before. Either way, watch them again and again. There is an the thrill of the unknown within this ad- emotional tie to these works of fiction, some- venture is spoiled. thing we strongly identify with. And, no The second problem with using an ad- matter how many times we’ve seen these venture again is an emotional one. No mat- reruns, we still feel good about settling onto ter how hard you may try, there is no way the couch for one more viewing. you are ever going to recapture the exact It’s the same with favorite game adven- feelings of exhilaration you felt the first tures. Whether we had a beloved character time. Unlike television reruns, adventures who garnered wealth and fame during the are dynamic episodes, at the mercy and ultimate quest, or as the DM we enjoyed control of the players. Nobody ever does challenging our players with every conceiv- the same thing twice in an adventure re- able plot and subplot, there is that special run. The first time through was a unique adventure that we frequently look back experience, and trying to duplicate it only upon with fondness and even a little bit of taints the memory. wistfulness. What we really want, when all There are solutions to these problems, is said and done, is to go through that adven- though, and the result can allow you to not ture again, just like a rerun, reliving the only reuse that favorite adventure, but thrills and excitement and hoping that the make your campaign a more vibrant and second time will be as cool as the first. But, exciting one for having done it. This is ex- as most of you know who have thought actly what I have accomplished with the about replaying an adventure (or maybe in AD&D® game supermodule The Temple of some form or another actually tried it), it Elemental Evil. It’s one of my favorite ad- doesn’t often work out nearly as well as you ventures ever published by TSR, Inc., be- want it to. The reasons for this are twofold. cause my most cherished and longest- The first difficulty involved in rerunning lasting character made his debut there. an adventure is logistical in nature. Either Knowing, though, that I could never recap- you are still gaming with the same group ture the excitement of that campaign, I of players that you were with the first time learned how to reuse the material in other the adventure was run, or (if you are like ways. I want to share some of these meth- me and you’ve moved away and have a ods with you, drawing upon my use of The Temple of Elemental Evil to illustrate Even when the gaming group isn’t gath- ed for the NPCs to behave. One thing is some points. If you are strictly a player ered for their regular session, the DM and certain, though: Players will quickly learn and your DM either is currently running sidekicks can get together and discuss to be a lot more cautious. this adventure or else considering it, then motives and agendas for the NPCs based One thing that I should note here: To you might not want to read any further—it on what appears in the text and what they keep things fair, the DM shouldn’t allow will just spoil the surprises. (That’s a hint might do in other situations. And when the sidekicks to know anything more to the people who are currently in my the game is actually occurring, the DM can about the PCs than the NPCs could find own gaming group—I’m planning to use all leave all the really clever thinking to his out. By doing this, the DM is keeping these tricks again on you.) sidekicks while he concentrates on keep- things a bit more impartial. It also pro- ing the game running smoothly, adjudicat- vides the sidekicks with something of a Prior knowledge ing things, and keeping his records up to challenge. As I mentioned before, the logistical date. In fact, the system can work so well In one campaign a friend of mine ran problem involved in using a published that the DM’s records may become quite using The Temple of Elemental Evil like adventure is centered on players who comprehensive. this, his sidekicks were constantly using have prior knowledge. If you are still For example, the DM might want to spies, magical divinations, and other playing with the same group of people maintain a calendar to track all the impor- means to try to learn more about the who played the adventure before, this tant events such as repopulation rates, the characters. The DM made the sidekicks article isn’t going to help you much—but arrival of important personages, the occupy a separate room next to where the there are some good ideas in here that you weather, and so forth. This is important actual gaming took place. They could still might be able to use. Perhaps you for two reasons. First, being able to refer make plans and write notes, but they might try running a sequel or a “Return back to some obscure but suddenly impor- couldn’t hear what the players were do- to . . .” adventure with the same material tant event from an earlier stage in the ing. During lulls in the action (such as as before. campaign is possible. Perhaps the DM gave when the players were discussing what A far more common problem, though, is a name to some unimportant NPC during a they wanted to do next), the DM could having a few players in a gaming group role-playing session and needs to remem- step into the other room to update and who have gone through the adventure ber that name two game-months later. receive plans from the other side. The previously. Now, it would be no fun to go Being able to find this information can be only drawback to this process was that ahead and run the scenario and ask the a life-saver for the DM, making him look battles became extremely slow, since the “second-timers” to pretend not to know like a genius. Second, saving all that mate- moves had to be processed back and forth, what was going on. Gamers have a knack rial for the next time the DM wants to run but the extremely clever nature of both for becoming intimate with every secret the adventure provides a wealth of good sides’ tactics made this worthwhile. hallway, every crafty enemy, and every ideas, more of which I will talk about a treasure hoard the first time around. And little later. Expectations of course, you don’t want to exclude those The Temple of Elemental Evil is particu- As I said before, the second pitfall to players from the game; that defeats the larly good for this kind of “DM by commit- rerunning an adventure is emotional in point of playing the game. tee” system, because there are quite a few nature. You never can go back and experi- Instead, here’s a solution that will bene- personalized evil NPCs within the temple ence again just how it felt to survive that fit everybody, including the poor harried who are divided into many factions, and deadly dungeon with your favorite charac- DM. Every DM knows how hard it is to there is a lot of infighting written into the ter. The biggest reason for this is that no juggle several rule books, the adventure original material. The sidekicks and the two groups of players are going to react to text, dice, and whatever else behind a DM can sit down and make good use of circumstances within the adventure in screen while four or five players are all this information to actually have several quite the same way. asking questions simultaneously. It doesn’t plot lines going at once. For example, For example, I recall Dale Donovan’s leave much room for clever thinking on within the temple structure itself are Editorial in DRAGON® issue #172 that the NPCs’ parts. How often do you many factions, all with their own agendas. described Dale trying to run an encounter remember—too late—that the major villain Some coexist together under an uneasy in Sherwood Forest, where the characters had some obscure magical item that would peace, but others are openly hostile to one actually got to meet Robin Hood, and how have made things miserable for the PCs? another, shooting on sight, so to speak. In it failed. Dale went on to say that players What the DM needs are a couple assist- the game, the DM actually might have PCs generally don’t react well to getting ants. These assistants act as sidekicks, stumble across forces from two opposing robbed, regardless of whether or not the running all the NPCs in the adventure factions fighting one another. If they are head bandit is a dashing fellow who is almost as their own characters. Who smart, they might stay out of sight and let really serving the needs of the poor. Most better to use as a sidekick than a player or the NPCs do some of their work for them. players draw their swords first and ask two who has already experienced the On the other side of the scale, though, two questions later. As a result, I suspect that adventure? or three factions, individually weakened he found trying to run a Sherwood Forest In many scenarios, the writer gives the by previous PC forays into their domains, encounter not only unsuccessful, but DM some sort of background material, might join forces and plot an ambush. depressing as well. Imagine watching as describing who knows whom, who is Perhaps they will become particularly your group of players completely botch in corrupt, who is likely to betray whom, and brave and counterattack the village of one gaming session the key scenes from so forth. However, only this basic ground- Hommlet (perhaps taking hostages in one of your favorite stories. work is usually detailed. If the DM wants hopes of turning the villagers against the Similarly, you can’t force one gaming to initiate behind-the-scenes activity, he characters), burn the PCs’ camp while they group to recreate what another gaming must do it himself. With sidekicks, this is are away, and just generally make a nui- group did in the past. You can, however, not only easier, but fun as well. The deni- sance of themselves. borrow the details from the previous zens of the adventure become dynamic Sidekicks can turn the temple denizens group and incorporate them into your individuals who no longer huddle in their into much more formidable foes for the own campaign. This is where keeping encounter rooms, waiting for the charac- characters. You even may find that, in the those detailed records can come in handy. ters to arrive and bash them. The side- end, the NPCs are actually too powerful I’ll cite a prime example from my own kicks can play the NPCs to the hilt, having for the characters. You must gauge the use experiences. The first time I went through them purchase supplies, recruit merce- of this system to the relative gaming expe- The Temple of Elemental Evil, it was as a naries, make contact with other NPCs, rience of your players, the level of magic player. The group of people I gamed with train to rise in levels, and so forth. The and treasure that you allow in the cam- particularly enjoyed the long-term feel of results will be amazing. paign, and how the original writer intend- this campaign, so our characters really got

20 DECEMBER 1994 DRAGON 21 involved with activities beyond the self, my players don’t respond the same of events. For example, in our original dungeon door. Two of our characters way I did when I played through it. Most campaign, a war erupted in the region pooled their resources and contracted a of them check the farmhouse once and around the temple, due primarily to petty shipyard to build us a small ship, which then forget about it. I always feel a little politics among the good countries. Those we then used to start our own shipping let down when they don’t jump on the nations’ inability to quell their differences company. We opened a store in Nulb, a opportunity the way my group did. I’ve made them weak against the power of the town near the temple itself, where we sold learned, though, that I can still have the evil temple. Because of this, our characters all the excess equipment and weapons we fun of seeing this little event come to were drawn away from the temple for a were finding in the dungeons (and if you fruition. I simply introduce a group of NPC time to deal with other problems, and are familiar with this module, you know adventurers who show up to loot the several of the powerful temple leaders there is a lot). We discovered an aban- temple, becoming competition for my almost managed to release the fiend doned farmhouse in the woods near the players’ characters. In this way, I can trapped in the lowest levels. I am incorpo- temple and ended up turning it into a relive a little of the thrill I remembered rating many of the same events into my fortified base of operations. First we built from the first time, without dictating how own campaign, even though there is no a palisade wall around the place. Then we the players should approach the campaign information in the original text itself about invented a system of lights that used world. It’s actually a lot of fun to have the this occurring. It’s a cool idea, and allow- cloaked rocks with continual light spells PCs interacting with those old characters ing the PCs to witness such dynamic activi- cast upon them that could be uncovered and not realize who they are. ty gives them a certain impetus to prevent from one central location—in effect, a An alternative way to introduce pre- disaster from striking. complete set of floodlights that we could vious campaign characters is to have them In essence, then, it is not impossible to “turn on” when we needed the whole act as mentors to the current batch. When reuse an adventure as it might seem. The compound lit at night (such as when we it’s time to go for training, you already trick is to devote a little time and dedica- were attacked). have a nice, seasoned group of NPCs who tion to some planning and clever thinking. In the end, we had made the world really fit the bill as teachers. Perhaps you can If you are willing to spend the time doing feel like our own and had the sense that we even set up the campaign so that each of this, you can again experience the won- had left our mark upon it. The shipping the current characters actually serves ders of that favorite adventure, and may- company was successful enough that we some higher figure and has an additional be even have it turn out better the second actually branched out into several related agenda. (This also becomes a convenient time around. Making a favorite campaign a industries and became business tycoons. Of reason to explain why absent players’ dynamic, interactive rerun will certainly course, we hired competent henchmen to characters are away for a while.) thrill your players and keep them on their actually run the businesses—our characters You don’t have to limit this recycling to toes, and they will love you for it. Maybe were still busy adventuring. characters, either. Anything that happened they will go on to use those same ideas in The problem for me has always been before can happen again, although per- their next campaign. that each time I’ve run the campaign my- haps it will be triggered by a different set

Hitting the Books Continued from page 16 about him, but have them end up discov- At the end of each individual adventure, themes, and conflicts that have presented ering that there is something not human the DM should spend time with her play- themselves along the way. At the end of taking the prince’s place. Let them think ers and discuss what they think their this last adventure, the players and the rescuing the merchant’s daughter will be characters learned during the adventure, DM can experience the sense of closure the climax, when in fact convincing her to what they are likely to remember, and that comes at the end of a good fantasy leave her new home is the real task. Then, what influenced them the most. This is as literature series: a feeling of completeness when the characters have reached what rewarding a time for the players and the and wholeness, and the satisfaction of a they think is the pinnacle of excitement, DM as it is for the characters who lived job well done. really let them have it. Give them one the story you’ve created. more obstacle to overcome, and one more Wrapping up an entire campaign is Speaking of resolution . . . monster to evade or fight, and then just another matter entirely. A campaign is a The elements of literature that make one more stuck door or deadly trap, so series of stories, all connected by the fantasy stories so satisfying that we actu- they are straining and on the edge of their characters and the setting. Unfortunately, ally want to experience what the heroes abilities. That’s what excitement is all most campaigns end up in one of two very experience are elements that can, to some about. Authors of fantasy literature never unsatisfying ways: either with the sudden, degree, be added to any fantasy game that let their heroes emerge clean and victori- useless deaths of the characters without is lacking in depth. If you have read this ous. They only get one or the other. their resolving whatever adventure they article and find that everything seems to were in the midst of when they died, or be blurring together, that’s good: Setting Resolution with the players getting tired of doing the and character cannot exist without plot, This is the part of the plot that should be “same old thing” and simply setting their and conflict cannot exist without charac- most enjoyable: It is returning home from experienced characters aside without ter, and theme cannot exist without con- the long journey, reflecting on what has fanfare. flict. They are all part of one whole: the happened along the way. Like exposition, My suggestion for resolution of whole story. If your goal in playing fantasy games resolution often gets skipped over in the campaigns is a kind of “farewell” adven- is to be a part of a grand story of magic rush to divvy up the loot. If you have been ture, rather like the final episode of a and heroism, it will only work if all the taking care to incorporate inner conflict beloved television show. This works out parts are there. and theme into your adventures, resolu- best if it is done before the players are tion is payoff time, the chance to see the thoroughly tired of their characters but effect that heroism had on the world and realize that the end will be coming soon. It to feel the satisfaction of coming out a is up to the DM to create one last tale that winner. will incorporate favorite NPCs, locations,

22 DECEMBER 1994

With great effort the hero had hacked his way through the thick thorn hedge that ringed the castle. Now he crept through the dusty halls, wary of traps that would keep him from his goal: rescuing an ensorcelled princess and winning unimaginable riches. At last he knelt beside her in the highest tower and revived her. And they all lived happily ever after.

“Sleeping Beauty,” the adventure de- scribed above, is a fairy tale. Real life is dealing with a bride and a horde of in-laws and servants a hundred years out of date in everything from current events to fash- ion. Real life is a castle that’s moldered for a century and a fief that’s been uninhabit- ed just as long. If you put your characters in Prince Charming’s boots, they’ll have their work cut out for them, but they’ll also find themselves embarked on a terrific campaign. The principle to turning a series of un- linked adventures into a campaign that will challenge, frustrate, and entertain players by making their characters’ lives more re- alistic is simple: All actions must have con- sequences. Think back on your group’s previous adventures to identify potential conse- quences to drop on them now. For in- stance, a DM I know once took his adventurers through the upper levels of module WG7 Castle , before oth- er campaign events called them away. Some time later, however, the PCs found themselves surrounded by a group of an- gry druids who demanded they return to to repair the environmen- tal damage they’d caused. Baffled by the o your AD&D® or D&D® game adventures charge, the characters denied responsibili- end this way, like the story of Prince ty. The druids were firm, describing the Charming and Sleeping Beauty? Do your vast, sticky-sweet swamp centered around players clamor for you to give them a full- the castle. At last someone remembered bodied campaign where the adventures the decanter of endless lemonade that proceed in a seamless whole? Does the task they’d found on Level 3 and lost the stop- daunt you? If you’re not certain how or per to; rather than hunt for the cork—as where to begin, consider that the differ- the writer of the adventure intended for ence between a fairy tale and real life lies them to do—they tossed the decanter aside in considering what happens next. and left the castle.

24 DECEMBER 1994 What happens after the adventure?

by Renee Stern

Artwork by

Revenge sense that they oppose the characters, not Perhaps the easiest tool DMs can use that they’re necessarily evil) will have close with this principle is revenge. Did the PCs friends of their own. Perhaps the victims once defeat a group of bandits? Even bad belonged to an organization that will try to guys have families. The characters might punish their murderers. After a few too be relaxing in their favorite tavern, telling many encounters with wererats in one stories about their exploits, when one of city, my players later discovered that other the brigand’s daughters—or husband or groups of wererats had been furnished mother or even a whole clan of relatives— with Wanted posters of their PCs, and the bursts in and demands satisfaction. monsters’ quest for revenge eventually led Such a confrontation need not be out- the PCs into a confrontation with the right. Imagine the vengeful relative stalk- queen of the wererats. ing the PCs, waiting for the perfect Don’t overuse revenge, however. Not moment for an ambush. The canniest op- every defeated foe merits this treatment. ponents will wait until the characters find Vary the circumstances and the timing. a large treasure and defeat its guardians News can travel painfully slowly in a world before revealing themselves. with medieval-level technology, even one Not all revenge-seekers will be fighters. with the benefit of magic. And even when They may be too weak to accomplish the word does fly back, the vengeful still may deed themselves, but could be wealthy or need time to track down the PCs or even to powerful enough to hire assassins or thugs. grow up enough to make the challenge. Thieves make bad enemies, as do mages. For that matter, revenge need not be lim- Romance ited to bloodshed or material losses. I once Romance is another useful tool, particu- annoyed my players with a young thief who larly if one or more of the PCs likes to flirt. began his quest for revenge by trying to You can liven up what otherwise might be destroy the PCs’ reputations. He spread nas- a slow time in town with jealous lovers or ty rumors through the city and plagued protective families. What parents want them with vicious pranks, including gluing their babies involved with unreliable wan- swords into sheaths, cutting saddle straps derers almost certain to meet a violent end almost through, and drenching their gear in the near future? with stable leavings. It would have escalated Flirtatious interest, on the other hand, to violence, but the group gave him the slip. may enmesh a character in the prospect Still, they know he’s out there somewhere, of a hasty marriage. Adventurers, after trying to track them down yet and make all, are fantastically wealthy compared to them pay for destroying his family. the average NPC, and their hazardous life- Families aren’t the only option when it styles may appeal to the greedy. Alter- comes to retribution. Just as any group of nately, the shy cobbler may want only to PCs will stick tightly to the trail of a villain share the reflected glory of a wife who’s a who killed a comrade, bad guys (in the hero. Whatever the reason, though, don’t force the relationship on a character per- revenge possibilities, but don’t stop there. Weather-control spells might work by manently; let him panic a bit, but always If the characters support the wrong claim- importing the desired effects from a near- offer a way out. Ideally, this ploy should ant to a disputed title, they might end up by spot, causing drought or flooding there. lead to a new adventure, or at least some in exile or joining a rebellion. False accusa- Control winds can cause gusts strong inspired role-playing. tions about their loyalty or even a misguid- enough to flatten the crops in farmers’ Adventurers should find that their deeds ed interpretation of their actions can force fields, level forests, or leave villagers with- lead to their veneration by ordinary folks, them into new adventures to prove them- out shelter. Incendiary spells can get out of at least some of the time. Occasionally, selves on the side of right. hand easily and spark wildfires that de- take it beyond respectfully yielding seats PCs who rid an area of a threat such as a stroy crops, bridges, and settlements. The by the tavern’s hearth to the PCs, or ask- group of bandits or a clan of gnolls may more powerful cold spells, used in the ing their advice about a local affair, and set believe they’re entitled to a reward, but wrong place, might simulate the effects of up a situation where the common folk not if the local lord relied on the monsters an inopportune frost on the local food fawn over the PCs. Hero-worship is fun to keep his border secure or hold a rival supply. PCs should never underestimate and ego-building for the heroes up to a group in check. Not only will the party the power of a large enough group of point, but what if an overzealous sup- earn a noble’s displeasure, but now they 0-level humans; even if the locals don’t porter speaks out at the wrong time and have a new threat to deal with as well. attack, they can make life very unpleasant entangles the group in an adventure in Also in the category of deceptive appear- by withholding supplies or spreading the which they had absolutely no interest? ances is someone the characters once story of the PCs’ incompetence to a wider With lovers, would-be and otherwise, saved from danger who is hiding some- audience. and admirers, characters must take care thing. What would be a properly heroic Leftover magical traps of various kinds, not to offend the wrong families. Hero- act under other circumstances eventually from hallucinatory terrain to glyphs of worshipers are the obvious choice for causes unintended misery if the rescued warding or fire traps, which last until set apprentices, squires, and other henchmen, woman is a spy or the leader of an evil off or dispelled, are deadly hazards to but do your players want to risk having cult. locals who stumble on them. Even if the their characters lead the mayor’s nephew Many of the same devices mentioned in PCs aren’t to blame for a particular trap, to his death? Imagine having to explain to connection with ordinary NPCs become they may suffer anyway if they’re known the only armorer in town that his younger political when the characters mingle with to be lax about cleaning up after them- sister was eaten by . the powerful. They may encounter rivals selves. Refusing to take on henchmen carries its for the duke’s favor, which they must gain Magic also works to the party’s benefit, own perils, especially if a quick-tempered in order to be allowed to quest in his such as when adventuring priests win relative misunderstands. “Are you saying lands. Refusing a flirtatious prince may villagers’ trust with generous use of heal- my son isn’t good enough to join your flea- force a quick exit from the area. Gossiping ing spells or magic such as create food and ridden band?” packs quite a punch when to the wrong person may spark a power water. This trust might later be life-saving backed either by the baron’s squad of struggle or give a rival region an uninten- if the characters are fleeing a hostile force guards or a smiths bulging muscles. tional advantage. and need a refuge. On the other hand, befriending the right Ignoring or slighting the wrong people Indiscriminate use of magical items also people can bear unexpected rewards. will cause plenty of headaches. My players can come back to haunt the PCs. A horn of Taking care of the drunks harassing the once acquired a trophy red dragon skin blasting or decanter of endless water innkeeper’s daughter may lead to a free from a long-abandoned and monster- might level the wrong buildings or flood meal, or preference for the only private infested castle. After hauling it back to the wrong areas. room, or even inside information needed civilized lands they eventually decided to Another possibility for magic lies in for an upcoming adventure. The old man make a gift of it to the king, thereby win- research. If the party’s mage, after devot- they save from goblins as he hurries home ning his favor. Unfortunately, the head of ing long hours and huge sums of gold, through the woods may be a simple ped- the local mages’ guild wanted it for her develops a new spell, word eventually will dler. Or he may be a minor sage who own research and was more than miffed filter into the magical community. Some offers the one-time use of his services in that the party bestowed it elsewhere. people will ask politely to learn from the gratitude. What’s worse, the same king forgot the researcher, some will use strong persua- Characters who flaunt their wealth are PCs’ generosity when they refused to sion, and some will try to take the knowl- certain to draw plenty of unscrupulous accede to his whim. A fanatic when it edge for themselves. Who deserves this types, from the expected cutpurses to con came to collecting exotic animals, he took information and who will use it safely? If artists with hard-luck stories and schem- a fancy to the wizards pseudo-dragon the spell is offensively powerful or serves ers with chancy investment offers. familiar. Quick thinking got them out of as a defense against a previously unstoppa- If the PCs achieve a major success, they their predicament and into a new adven- ble threat, the party may start the fantasy should draw at least one group of rivals, ture by promising to find a suitably unusu- equivalent of an arms race. Finding a long- probably more. These NPCs will follow al beast for his menagerie. unknown spell while adventuring could them everywhere, searching for informa- trigger the same events. tion to improve their own chances of Magic success and trying to prevent the charac- Magic carries its own hazards when the Economics ters from winning the next round. PCs have to live with the consequences. Economic consequences are found al- Also, don’t forget that stepping outside While spells with the greatest impact tend most everywhere, because money is a the law, no matter what the temptation, to be higher in level, a bit of creativity powerful motivating force. Everyone has brings its own dangerous consequences. might unearth other possibilities. to eat, after all, and except for clerics, A move earth spell might enrage a local food isn’t free. Put another way, every Politics religious group if it interferes with a sa- action causes some financial effect. Almost any campaign is bound to involve cred site. That earthquake might have If your adventurers are explorers, find- politics, even if it’s only disputes between seemed like a good idea when the PCs ing new lands or making the wilderness the mayor and the head priest on how assaulted an enemy stronghold, but what safe for civilization to move in, they’ll best to run the town. What’s more, politics if when the dust settles they find they’ve almost certainly trigger a frontier rush. in a fantasy world with access to assassins, dammed a river or buried the entrance to Just as in the Old West, boom towns will poison, and magic should be anything but a profitable mine? And an earthquake be rough, perhaps practically lawless, and tedious. unknowingly centered on a fault line will prices for imported goods—which in the Making political enemies leads back to cause widespread disaster. beginning means anything except raw

26 DECEMBER 1994 materials—will be astronomical. Mean- as a monopoly. Silk, tea, and spices are once-isolated regions. not only while, back in more settled lands, price real-world examples of rare goods once offer jobs as guards, but also bring in new structures will be upset as raw materials prized at least as highly as gold. Complica- ideas and customs—some innovative, some pour in and the able-bodied follow oppor- tions follow if they try to keep their trade disruptive, many both. tunities on the frontier. If your campaign route a secret. And what if the dragon kept the two area has developed along feudal lines, Other business opportunities that make regions at peace by blocking the only nobles will find their estates diminishing use of labor- or time-saving magic will only invasion path? Characters toasted as he- as their serfs run off; even if they don’t fill the PCs’ purses until out-of-work com- roes one day may quickly find themselves blame the PCs, this assault on the social petitors organize opposition. Spells or the targets of blame when war follows. structure should cause its own ripples in magical items that substitute for diggers or Confronting PCs with the consequences the campaign. construction workers are one area to of their deeds quickly leads to a campaign Looking further, perhaps the hobgoblins watch out for, but even a simple mend where the seeds of one adventure are the PCs destroyed were the only local source spell, if used too often, might anger the found in the meat of an earlier one. Play- for a vital commodity. Prices will skyrocket local tailors, cobblers, and tinkers. ers find their characters becoming true until a new supplier can be found and the I once treated my PCs to an amulet that personalities as they learn to consider and scarcity ends. (Finding a new source might turned water into mead, a magical trinket accept the consequences of their actions, become the group’s next quest, if the goods they truly enjoyed. Although they never and DMs find that applying this simple are important enough.) Defeating monsters pursued their talk of opening a business principle sparks their creativity in design- that are the sole local source of a magical with it, if they had done this they soon ing new adventures. component could backfire on the adventur- would have run into trouble from the ers, particularly if alternate components other brewers in town who obviously prove hazardous in use. couldn’t meet the mead-makers’ bargain Returning from an adventure with unu- prices. sual items, such as griffon eggs or giant PCs who try to protect their purses by dragonfly wings, might start a fad among utilizing illusory coins such as fools’ gold the wealthy and powerful. A lucrative may find the trick works occasionally, but business might develop to satisfy the de- eventually their misdeeds, and the cheated mand, but the characters almost certainly merchants, will catch up to them. will have to deal with competitors. Cut- Finally, although defeating a dragon is throat business practices take on an en- every adventurer’s dream, that heroic tirely new meaning in a fantasy game. deed also can have unexpected conse- Exploring new lands also can develop quences. If the wyrm’s lair blocks a moun- into a business if the PCs stumble on a tain pass, for instance, removing the new commodity that they then try to keep monster might open trade between two

28 DECEMBER 1994

by George T. Young

Artwork by Joseph Pillsbury The storytelling game master

DMs: Imagine the following chain of series of events, a story of sorts, out of the events in the creation of an adventure. You actions of the player characters. The rules want the players to conduct a raid on a cas- may differ greatly with the game system tle, filled (surprisingly enough) with magical you’re using, but the role is always the traps and monsters. You design the castle, same: the good DM is a storyteller. along with several subterranean dungeon It’s not an easy task. Many adventures levels. Next, you add in some particularly are created because the DM simply has nasty traps. You place monsters in various found a new monster type that he wants to rooms, selecting each one carefully for the throw at the party, or has a great idea for a challenge that it will offer the player charac- dungeon design, or just wants to try out a ters. Then you come up with the strength of particular situation. Those are all good the castle’s garrison, their skills and special ways to start, but the designing shouldn’t abilities, and figure out what tactics and po- stop there. This article aims to provide sitions they will use against the party. Oh, DMs with ideas about how to introduce and don’t forget to throw in some ballistae storytelling to their campaigns, a way of along the battlements for good measure. creating a sense of continuity between ad- Finally, you decide where you want the cas- ventures. tle to be located. You’re all set. When the players arrive and everyone is Nothing happens in a vacuum ready, you say, “So you want to attack this Even in a fantasy role-playing game, hap- castle . . .” penings need to have some sort of consist- ent logic behind them; if there is a huge Ouch. Obviously, the scene is exagger- dungeon below the city, then somebody ated; most DMs put more work into the must have built it. The same goes for the set-up of an adventure than that. But it is above example. The DM’s castle was built often true that most of the work that goes where it was for a reason. Almost any rea- into an adventure is simply its physical son you choose to have it there will be structure and the combat situations it of- good enough: it used to defend the fers, rather than the role-playing opportu- frontier, it guarded a vital pass or trade nities the scenario could have. There are route, or it was the stronghold of the old other ways to handle the job, however. Count. Any of these reasons will do; they The role of the DM is more than simple provide a starting point for the DMs’ refereeing; she has to create a plausible imagination. Having thought up a reason for why the letting his players live in a vacuum is the bers all scramble for power at once, and site of the adventure is where it is and case of the party that manages to slay a the end result is that splinter factions exists the way it does, you can develop a dragon and return with part of its trea- develop, each of which hates all the other short history of the place for the players sure to the city, then proceeds to cash in groups, while still being evil and still work- to discover. This adds a little bit of flavor the gold and gems, train for new levels ing against the forces of good. to the adventure, and the campaign in with the experience gained, and then The PCs would be very puzzled indeed if turn, merely by making the campaign eventually return to the lair, which no one they came upon a melee going on between world more concrete. Dungeons with a else has touched, and pick up the rest of two groups of the dead wizard’s forces, history to them lose some of their feeling the loot! Not only is a story lacking in that each intent on destroying the other. What of generic blandness. scenario, the sense of logic is completely if one of the groups turned to the party Things happen all the time in the real missing, too. Why hadn’t anyone else for aid against their foes? The PCs would world; history marches on, whether it thought to cash in on the party’s actions be fighting evil, after all, even as they affects the PCs directly or not. The cam- and help themselves to the unguarded were aiding a different evil, but they paign world should have new events that horde? would have to wonder how such a strange occur that change the world subtly, or The more the Dungeon Master paints situation ever developed. It is up to you, as perhaps not so subtly. Maybe a revolution the campaign world as a place where the DM, to provide “wrinkles” in the cam- has started somewhere, or a city that the effects always have their causes, the more paign that the players’ imaginations can PCs had been to years before was de- the players can believe in the story. It’s latch on to. stroyed by a magical catastrophe. The more fun to read a good story than a bad world should always be in motion, making one, just as it’s more fun to play one. Be- Recurring characters the PCs’ lives more interesting and believ- sides keeping track of the mundane effects Every good story has main characters: able between cavern crawls. The party that the party has on the campaign world, those in the AD&D® game are the PCs, can meet travelers on the road who speak the DM also should manage the more whether there are two of them or 12. The of a great fire in the central grasslands extraordinary, unforeseen effects. party is on a series of continuing adven- which is driving them out of their homes, What if the PCs kill one of the cam- tures, seeking fame and fortune in the and it doesn’t have anything to do with the paign’s major villains? Say, for example, world (and sometimes beyond it). The adventure at all. The party isn’t expected that the party succeeds in defeating a problem that can arise in many campaigns to act on everything that they run into or powerful wizard from ancient times who is the constant flow of different NPCs. hear about; sometimes you, as the DM, leads a secret world-wide organization. How many bartenders, city guards, temple should throw in little snippets of totally Many DMs would use the surviving hench- priests, and sages has your party met over irrelevant material, merely for the sake of men of the dead NPC for future “revenge- the course of their adventuring careers? giving your players a feel that the world seeking” adventures, but what about the The smart DM is one who doesn’t forget turns on, with or without their characters. other possible consequences? The secret about his old, well-used NPCs. In the way The worst example of a Dungeon Master organization falls into disorder as its mem- the PCs are the stars of the story, the NPCs are the supporting cast, and they should be used effectively. The campaign world should be liberally populated with NPCs who have a great effect on the lives of the PCs. These NPCs should be of all sorts, both villains and friends, as well as those who are decidedly neutral in their attitude toward the party. They may have small parts to play, or truly great ones, but they should be in- volved in the ongoing “storymaking,” pro- viding substance to the PCs’ lives outside of the battles they have won and how many magical items they own. NPCs help the stars of the show interact with the world, and make the story more real. Over the course of the PCs’ adventuring careers, it should become obvious that they like some of the NPCs they run into more than others, and often they love the ones that you never would’ve thought they’d like at all. Pay attention to the NPCs the players like, and keep them around. There are endless reasons why any num- ber of NPCs can still appear in the lives of the PCs, even when that NPCs’ original purpose has been served. I once ran an adventure that began when the party ran into a dwarven hero named Ulrik who was stalking a troll. Ulrik was not particularly friendly, and he had little use for humans as a race or as adventuring companions, and he made no secret of his feelings; he was about as likeable as a thorn bush. The way I had it planned, the party would help Ulrik suc- ceed in his goal, everyone would divide the gold, and Ulrik would leave, never to

32 DECEMBER 1994 be seen again. The party had other plans. take on a life of its own. interesting thing that can happen in an They wanted to continue adventuring Storytelling “hooks” build off each other, adventure is finding some really powerful with Ulrik, learn more about him, and fueling the creation of more story lines as magical items. Whenever the DM is tempt- eventually become friends with him; they they go. Think of Tolkien’s work in the ed to use a stereotype, whether it’s in the respected him because he was a person Lord of the Rings, and the levels of com- form of an NPC type or a situation, he who spoke his mind and was true to his plexity he put in his novels, the layering of should think twice. The place where most word (as well as having a very distinct, the stories; all of which served only to give DMs fall victim to this sort of failing is in hard-nosed attitude). I hadn’t planned any the basic story a real texture, making it the adventure set-up; in our castle adven- of this, but I did play along with the par- that much more alive. By putting in differ- ture, the DM doesn’t bother to give any ty’s wishes, and Ulrik became a strong ent levels of thought into the ongoing reason for attacking the castle: it’s just a member of their supporting cast. story, a good referee can steer his players convenient starting point. Looking again at the example of the toward a richer gaming experience with- This doesn’t have to be; the party’s expe- castle adventure, the DM tries to think of out ever losing sight of any of the basic riences can blend more evenly, and the a reason why the PCs would want to at- thrills of “dungeoneering.” Skilled authors beginnings of their adventures don’t have tack it, besides the obligatory treasure and are able to provide enjoyment as well as to be so simplistic. Consider again our experience points. The party had been tell the story that they want to tell; castle example. Why would a well- harassed numerous times before by a Dungeon Mastering can be done the established Bounty Hunter, who would deadly Bounty Hunter who was after same way. have legions of enemies just waiting for a them, but he had always managed to es- shot at him, wait around in a castle that cape before, and the party could never Layering could be stormed by a large enough force? track him to his hideout. Another way of making a story out of an Why would anyone know the location of What if the Bounty Hunter was living in average adventure is to layer the story his castle at all? It seems that the castle’s this castle? That would be an excellent elements, stacking plot lines until the tale purpose would be more effective if no one reason for the party to go there in the first is completely fleshed out. One of the best knew that he lived there, and if he had place, and it would explain why the place ways of doing this is to avoid cliches at all many other hideouts as well. Of course! was such a stronghold, and who paid for costs. The concept of fantasy role-playing That’s why no one has ever been able to those high-level mercenary guards that is built, in a very real sense, on a certain catch him napping; he’s always moving patrolled the walls, not to mention the number of archetypes and mythic tradi- around! extreme deadliness of some of those tions. There are always heroes, dangerous So how can the DM bring this new idea dungeon-traps: a Bounty Hunter’s enemies quests, and vile villains, but that doesn’t “layer” into play? It won’t work if an NPC would be dangerous indeed! All of a sud- mean that the game should be full of stere- clues them in to the fact that the Bounty den, things start happening to the generic otypes. Stereotypes take away from the Hunter can be found there, because that castle adventure, ideas begin popping into interest that the players have in the story; takes away the impact. What if the party the DM’s head, and the scenario begins to they’ve seen it all before, and the most goes to assault the castle because they’re looking for a powerful magical item that more popular bad guys. The party comes finished, the players may still wonder they think is hidden there, without know- around a corner of the trail to find the whether they were “meant” to do some- ing that the Bounty Hunter is involved at body of their old foe Trickster, stripped of thing else. They may ask if they ruined all? Imagine the scene as the party faces a his powerful items and badly burned. The your plans by taking off on an adventure much more involved and deadly dungeon burns look a lot like those caused by the that you hadn’t counted on! By using mis- than they had expected, facing well- artifact that their arch-nemesis Krystovar information, the DM fools the players into equipped and powerful foes: this simple uses, and the party is forced to realize thinking that the actions they chose were castle that they had thought would be that, as bad as they thought Krystovar totally of their own creation, and this gives such a pushover turns out to be a very was, he’s just gotten quite a bit worse. them the feeling that their characters have difficult challenge. Picture their surprise An occasional “house-cleaning” of NPCs free will; they make the story with their when the party finally discovers that their like this works to consolidate story ele- choices, and they are free to take the story old enemy is the owner of the castle, and ments, tie up loose ends, and emphasize where they wish. This is absolutely vital! that they managed to stumble onto one of shifts in the thrust in the story. It also The AD&D game is not some static, pre- his hiding places by sheer chance! The prevents players from asking about NPCs planned exercise in doing what is expect- Bounty Hunter, of course, will assume that who used to seem very important but who ed! Its strength comes from the fact that it the PCs are after him, and will take appro- simply got forgotten in the press of new is a fluid game, where things can change priate steps. adventures; it brings enough closure to drastically at the blink of an eye, and The players like the adventure because the story so that the party can worry should keep on doing so throughout the it is more enjoyable when it is part of a about newer challenges. playing out of the story! bigger story, a continuing framework that Guide the episodes that make up the The players don’t need to know every- lives and breathes on its own. When han- campaign in some cohesive direction, thing that happens in the campaign world, dled correctly, the story can become re- whether it be in a recurring theme or and an effective way of simulating their ward enough, overshadowing the effect of tone, or even just a particular way that it PCs’ lack of knowledge is to give the play- treasure and magical rewards; tell a good seems the PCs’ lives should work out. ers incorrect information. Commonly held story and the PCs not only will have fun, Bring back someone the PCs met way back beliefs can be completely wrong, and what but they’ll also participate more actively in when they were 1st level; the NPC can anyone knows as the absolute truth need the game. serve to remind the players of where they not even have a passing resemblance to used to be and where they are now. Try to the facts. Continuity show the world changing, even as it stays The party invades the stronghold of an Just as the well-developed campaign the same in some essential ways. When evil wizard, bypasses his defenses and should make use of recurring NPCs, the done properly, this makes the lives of the guardian monsters alike; finally, they have adventures should have a logical sense of PCs appear to be almost seamless, and the wizard where they want him, in his continuity as well. Several themes should be suspends the characters in a place beyond throne room. They confront him with all woven into the campaign over time. It’s not the gaming table and the dice. When the the bad things they have ever heard about necessary that the DM think them all out PCs move into the imagination in this way, him, the misdeeds that he is infamous for. before the players roll up characters, but it they take on a “reality” all their own. He calmly answers each of the party’s helps if the DM takes an active role in pro- questions, explaining the real reasons viding cohesiveness. Continuity, the sense Doubt and misinformation behind his supposedly “horrible” acts. The that the “pieces” of story that develop from The DM’s job is to provide a clear, well- party is stunned: they expected a horrible adventures are integrated as part of a larger organized scenario for the players to monster, and they are confronted with whole, should be one of the things the DM follow, in which the party acts out their someone who, although powerful, is no maintains. roles, and works to solve the challenges more evil than they are! Or is he just tell- It is the DM’s prerogative to rewrite put before them. This is how it’s supposed ing them a well-prepared story? It’s up to history as necessary. Whenever it serves to work, right? Not necessarily. In a lot of the players to decide, but in any case, they to make the story more interesting, have cases, the DM need not make the story are faced with a much more interesting the PCs learn what past events were not line so obvious, and in turn, so predicta- situation than one where the wizard cack- as cut-and-dried as they had seemed. Old ble. What if you start off the adventure les and says, “Fools! You’ll never escape my clashes with various groups that seemed without knowing what you’re supposed to clutches now!” and rubs his hands togeth- to be random at the time turn out to have do? What if it looks as if you can choose er menacingly. Use whatever works best, been orchestrated by one of the party’s from a couple of different adventures, or but most of the time the party is not current favorite enemies. As far as the go in two or more completely different served by having clear, 100% accurate players know, you were planning this all routes? What kind of a game would that information. Such knowledge takes away along. To them, the continuity of the cam- be like? the mystery that gives the game spice. paign is pretty much a given thing; they It would be a darn good one. A charac- want to have a good story, and will sus- teristic of good novels is that they avoid Conclusion pend disbelief to make it happen. predictability, and a good DM can run his Think of all the component parts com- One of the easiest traps to fall into is campaign the same way. The players don’t prising the adventure, not just the mon- having too many of one thing: too many need to know from the outset that they’re sters, maps, and treasures. Think about enemies, too many different plot conflicts, going to retrieve an evil magical item; they why it all happens. Think about how the too many of the same type of adventure, could have been hired by an unscrupulous players and the characters will interact or whatever. Over the course of a long- wizard to just “map some ruins.” Or the with the situations, and what spins you running campaign, it’s easy to develop party might be wandering around town can put on the story to make it more inter- more enemies than the party can keep buying clothes when a chance encounter esting. Try out small bits of “useless” back- track of, blunting their impact as they sets off a chain of events that lead them ground that you can throw in to make the become mere numbers in a crowd of ever deeper into mystery and intrigue session unique. As long as you consider goons. among the city nobility. Not all stories have that the campaign world exists, with or If the party suffers from having too to be linear, with a clear-cut beginning, without the PCs, and you continue to many enemies, kill some of them off and middle, and end. Some are ongoing, and make it spin, even when they aren’t reorganize the rest. As evil tends to turn take a great deal of time to fully develop. watching, the story will move on, and on itself, have some of the party’s enemies The clever DM can provide several “false more importantly, the story and campaign from the past who aren’t very useful any starts” to the real adventure, and even will continue to live. more show up as cannon fodder for the after the prepared situation has been

36 DECEMBER 1994

A Masque of the Red Death rules expansion

and demands for further research. fewer than a dozen cases in which psy- It may well be, as many have speculated, chics were able to harness the power of that the actual power of the mind is limit- their mind to do things no normal human less. Each examination of the brain and its could. Perhaps the most fascinating ac- ability to reason or think enhances these count details a young woman who, powers. If this is the case, no one will ever through meditation, was able to heal over- quantify all the powers of the mind. night from a bullet wound that should Still, there are those who have achieved have confined her to bed for weeks. some manner of insight into the workings of the brain. They include people like Cognition Sigmund Freud, whose work in the field of The second type of psychic power is psychoanalysis is earning him both respect defined by Mesmer as “the ability to sense and ridicule, and the oft-dismissed Frie- things about one’s environment in a man- drich Anton Mesmer, founder of the so- ner that can be attributed only the power called science of mesmerism. It is even of the mind.” Classic examples of cognitive rumored that there is a qabal, known as powers include the ability to mentally the Eye, which has achieved break- “see” what is inside a locked room or the throughs in the study of the mind that the long-practiced art of dowsing. outside world would never believe. The heroes and adventurers of Gothic Kinetics Earth are not without unusual mental The third of Mesmer’s four talents is fortitude. Clearly, anyone who is willing to Kinetics, the ability to physically manipu- confront the horrors of the Red Death on late objects with the mind. The best a regular basis must be of hardier stock known example of this power is Psycho- than the common folk who bolt their kinesis, by which a person might slide the doors and draw their shutters as the sun bolt closed on the other side of a door or sinks from the sky. In rare cases, they cause a revolver to leap off of a table and have even manifested mental powers that into his hand. border on the supernatural. Mentalism Psychic proficiencies Also known as telepathy, it is this field The inclusion of psychic proficiencies in that the public is most familiar with. a Masque of the Red Death campaign is Through the powers of this field, a charac- strictly optional. If a Dungeon Master ter makes her mind receptive to the doesn’t want to use them, so be it. Some thoughts of another person or sends her DMs may wish to include them, but re- own thoughts directly into another’s mind. strict their availability to characters of certain classes or kits. Others might make Transference them available only to the villains of their If this power really exists, it is the most campaign or to exceptional NPCs, adding elusive of psychic disciplines. While there by William W. Connors another element of mystery to the world certainly are reports of people who have that surrounds the PCs. found themselves mysteriously trans- [Editor’s Note: Masque of the Red Death Psychic proficiencies are not nearly as ported across great distances, the veracity and Other Tales is a new variant of the potent as some players would like. A char- of these statements always has been in AD&D® game’s RAVENLOFT® rules that acter with the Psychokinesis ability, for question. For her part, Mesmer asserts allows player characters to explore a example, isn’t going to be able rip the door that there are too many such cases for macabre world of the 1890s. Set on Gothic off of a safe with his mind or stop a bullet fraud to be possible, but too few for any Earth, it is a world much like our Victori- in its flight toward him. Psychic talents are accurate scientific conclusion to be reached. an era . . . until the sun sets. From the not comic-book superpowers, they are brave cavalryman with his trusty revolver minor abilities that the heroes (and vil- Acquiring psychic proficiencies to the mysterious spiritualist and her store lains) of the campaign can acquire. If used Psychic proficiencies are simply another of secret knowledge, no one is safe from skillfully, they can be of great benefit to type of nonweapon proficiency. As such, the horrors of the night. Masque of the the party. they are purchased in the same way. Red Death contains character kits, a re- The leading expert on Mentalism in the Psychic proficiencies are assumed be vised system for spell-casting, complete Masque of the Red Death campaign is their own category, just like the Wilder- rules for firearms and explosives, and Professor Anna Mesmer, the grand- ness or Arcane groups. Because of that, three complete adventures.] daughter of Friedrich Mesmer. Her re- any of the existing character classes or kits searches have led her to recognize no must allocate an extra slot when purchas- The mind always has been an object of fewer than four fields of mental ability: ing psychic skills. wonder and awe. Since the dawn of time, Channelling, Cognition, Kinetics, and Men- people have speculated on its powers and talism. She speculates on the possibility of Improving psychic proficiencies limitations. They have pondered the na- another field that she calls Transference The chances of success with normal ture of conscious thought and wondered (others have dubbed it teleportation or nonweapon proficiencies can be improved at the origins of the human spirit. The link psychoportation), but admits that she has by allocating additional slots to the skill. between body and mind has been investi- never been able to satisfactorily establish The same is true of Psychic proficiencies. gated repeatedly by scientists, philoso- the existence of such powers. Thus, a character might opt to expend phers, and theologians. In the end, their four slots (five if his kit or class does not answers are always vague and incomplete. Channelling allow him ready access to the Psychic Each inquiry only brings new questions Mesmer claims to have documented no group) in order to acquire the photokine-

DRAGON 41 sis ability and an extra slot in order to gain that will break a spell-caster’s concentra- they have accumulated by sleeping. Each a + 1 bonus to his checks with that power. tion will disrupt the efforts of a psychic. hour of rest will reduce the penalty by 1 These include the taking of damage or a point. Thus, if a character who has earned Using psychic proficiencies sudden distraction. In the end, it’s the himself a - 5 penalty manages to get 3 As with the proficiencies listed in the Dungeon Master who must decide wheth- hours of sleep on a train ride, his penalty Masque of the Red Death rule book, the er a psychic’s concentration has been would be reduced to -2. success or failure of any attempt to use a broken. If the matter is in doubt, an Abili- Physical exertion: The effort of employ- psychic proficiency depends upon the roll ty Check on Wisdom can be used to re- ing psychic powers is taxing on both mind of a 20-sided die. Because of the unique solve the issue. and body. The same penalty that is applied nature of these talents, however, there are to a character’s Psychic proficiency checks a number of other factors that must be Fatigue is imposed upon all attack and damage considered. Unleashing the powers of one’s mind is rolls, saving throws, and proficiency not something done without a great deal checks. Proficiency checks of effort. Secondary checks: Some powers permit When a player wishes his character to Mental fatigue: Repeated attempts to a character to make a second (or even a employ a Psychic proficiency, he must employ psychic powers can result in their third) proficiency check in order to in- make a die roll just as he would for any temporary loss. Only by resting can a crease the effectiveness of their use. For other proficiency. The result of this die character restore his spent energies. To example, a character employing the Post- roll is compared to the relevant ability reflect this, characters with psychic abili- cognition talent can make a second check score to determine if the attempt was ties are limited in the number of times to obtain a clearer impression of what has successful or not. each day that they can attempt to use happened in an area. In such cases, these DMs and players should note that the their powers. count as additional checks for the pur- relevant Ability Scores are halved (and The first Psychic proficiency check that poses of mental and physical fatigue, just rounded up) for the purposes of Psychic a character makes each day is conducted as if they were separate uses of the talent. proficiency checks. This is because of the in the normal manner. Each additional Almost without exception, anything that uncertainty associated with the use of check, whether the roll succeeds or fails, calls for a proficiency check counts to- such powers. Certainly the mind is a won- imposes a - 1 penalty to the chance of ward the character’s fatigue. derful thing and it has great potential, but success. Thus, the second attempt to use in the 1890s that potential is only begin- one’s power each day suffers a - 1 penal- Psychic talents vs. The ning to be understood. It will be a long ty. Sooner or later, the penalties will be- Complete time before mankind truly masters the come so great that the character cannot Even a quick look at the proficiencies skills of the psychic. succeed in his proficiency check. At this described on the following pages will time, the character is mentally exhausted reveal that the psychics of Gothic Earth Concentration and will be unable to use his powers again are not in the same league as the psioni- In order to sustain any psychic power, a until he sleeps for a number of hours cists of the AD&D game campaign. This is character must maintain his concentra- equal to his accumulated die-roll penalty. no accident. tion. This is not unlike the requirement In addition, characters who have begun A gothic setting like the one established that an Adept or Mystic has when spell- to suffer from mental fatigue but who are for the Masque of the Red Death game casting. Indeed, the same sorts of things not yet exhausted can reduce the penalties requires certain elements and, by its very nature, rules out others. The abilities of Kinetic # of Relevant Check the mind as detailed in The Complete proficiencies slots ability mod. Psionics Handbook are fine for the heroes Cryokinesis 4 Int/2 +1 in an AD&D game, but they are too pow- Electrokinesis 4 Int/2 -1 erful for Masque characters. Does this mean that Photokinesis 4 Int/2 0 The Complete Psi- can’t be used within a Psychokinesis 4 Int/2 0 onics Handbook campaign? Not at all. There’s no Thermokinesis 4 Int/2 +1 Masque reason why a DM can’t introduce adver- saries with psychic powers far beyond Cognitive # of Relevant Check those that they player characters have. proficiencies slots ability mod. Analytical sense 4 Wis/2 -1 Proficiency descriptions Dowsing 4 Wis/2 0 Like all proficiency descriptions, the Postcognition 4 Wis/2 +1 definitions that follow are guidelines only. Precognition 4 Wis/2 -1 Dungeon Masters are encouraged to con- Prescience 4 Wis/2 +1 sider the variations that players are bound to come up with before deciding if they Channeling # of Relevant Check want to permit the use of psychic talents mod. proficiencies slots ability in their game. Awareness 4 Con/2 0 Equilibrium 4 Con/2 +1 Kinetic talents Fervor 4 Con/2 +1 The field of kinetics deals with the physi- Fortitude 4 Con/2 +1 cal manipulation of matter through the Rejuvenation 4 Con/2 +0 force of will. The ability score upon which all kineticists depend is Intelligence. This Mentalism # of Relevant Check represents the raw power of the mind and proficiencies slots ability mod. it is that which must be employed when Domination 4 Cha/2 -2 using a kinetic talent. Nightmare 4 Cha/2 -2 In order to use any of the kinetic talents, Presence 4 Cha/2 +1 a character must be able to see the object Projection 4 Cha/2 0 he wishes to affect (although there may be Sensitivity 4 Cha/2 0 a barrier between them, such as a win-

42 DECEMBER 1994 dow). In addition, the object must not be Category Examples Mod. fill an area 72’ in diameter. farther away than the experience-level Awful Rubber, glass -4 It takes roughly one minute from the number of the character in feet. Poor Wood, rock -2 time that a character begins using this In addition to distance, the weight of an Average Lake water 0 power for an object to reach its maximum object is important too. A kineticist cannot Good Steel, bronze +2 brightness. During that time, the glow affect an object that weighs more than one Excellent Gold, copper +4 builds evenly. As soon as the character pound per experience level. Thus, a 3rd- breaks off his concentration, the glow level character can affect an object weigh- Each category has a modifier associated fades away over the same period of time. ing up to three pounds. with it. This is applied to the initial check The light produced by this power always Living matter is naturally resistant to made by the kineticist and to both the is a pure white. kinetic powers. Although the reasons for weight and range restrictions of all kinetic For the most part, photokinesis cannot this are unknown, Mesmer suspects that it powers. be used to cause blindness or directly has something to do with the fundamental For example, a 5th-level kineticist would inflict damage. Of course, the DM might aura of mental power that surrounds all normally be able to induce a current flow rule differently in an unusual situation. forms of life. This seems to be born out by in a five-pound object at a distance of 5’. If For example, a cave-dwelling creature the fact that once-living matter can be the object were made of wood or rock, unused to light brighter than that of biolu- affected by kinetic powers. Clearly, there these are reduced to three pounds and a minescent moss might be unable to stand is something about the presence of a life range of 3’. If the target object were made the radiance produced by a photokinetic. force or spirit that blocks certain mental of steel or bronze, the kineticist could abilities. affect an object of up to seven pounds at a Psychokinesis: This was one of the Additional restrictions may be given in distance of up to 7’. most common abilities found by Professor the description of a specific talent. Each round that the kineticist concen- Mesmer during her studies. While she trates on maintaining the current, the could find no reason for the relative fre- Cryokinesis: Characters with this flow increases its strength. Anyone com- quency of this psychic phenomenon, her ability are menatally able to slow the vi- ing into contact with an object that is evidence is well researched and seems brating of the molecules that make up an being charged will suffer one point of incontrovertible. object, reducing its temperature. In order damage per round that the power has Those with psychokinetic talents are for the character to begin cooling an ob- been employed. Thus, an object would do able to cause an object to move with the ject, he must make a successful proficien- three points of damage on the third power of their mind alone. The typical cy check. Once that is done, he can round, four on the fourth, five on the speed at which the target of the kineticist’s continue to reduce the temperature of an fifth, and so on. The conductivity modifier will travels is 1’ per minute for each level object each round until the psychic either from the above chart applies to this dam- of experience attained by the character. decides or is forced to cease his efforts. age as well. This assumes that the target will be sliding Each round of effort cools an object by When a character stops concentrating on across a horizontal surface. 20° fahrenheit. Thus, a glass of water that maintaining the current flow, it stops at If the object is moving down an incline, is at room temperature (70° can be made once. It is only the power of the kineticist’s sliding across an unusually slick surface, to freeze in two minutes as its tempera- will that maintains the flow of electrons. or has a shape conducive to movement ture falls to 50° and then to 30°. An object As a weapon, electrokinesis is hardly (e.g., a sphere or wheel), this speed is that is reduced to freezing or below may effective. After all, even a fairly experi- doubled. If the object is moving across a become brittle and easy to break, depend- enced kineticist won’t be able to do as rough surface, up an incline, or is of an ing upon its composition. much damage to a character as a gunshot. irregular shape, the base rate is halved. Objects that are reduced to below 0° In addition, a bullet is a great deal easier A psychokineticist also can attempt to Fahrenheit and then used as weapons will and faster to employ. The use of this lift an object off of the ground with this inflict an extra point of damage for every power however, is in the imagination of power. When this is done, the basic move- 20° below zero. Thus, a metal pipe re- the kineticist. After all, a sudden electrical ment rate is halved, just as if it were roll- duced to -40° will do an extra two points shock, even one that does only one point ing up a hill. If an object is levitated on one of damage if used as a bludgeon. The of damage, is likely to startle an opponent, round, it can be moved horizontally on the psychic is not immune to this effect and throwing him off guard or causing him to next at half the normal rate of speed. In would have to wear insulated gloves or drop the item that shocked him. this case, it is assumed that a portion of suffer two points of damage himself for the psychic’s power is being used to sup- wielding the weapon. Photokinesis: This power enables a port the object, leaving less to impart the Once the kineticist ceases his efforts, the character to excite the atoms in an object, motion. object will return to its normal tempera- causing them to give off light. A minimal As soon as the psychokinetic stops di- ture at a rate of 10o per round. In unusual release of heat occurs at the same time, recting his will at an object, all induced conditions, this rate may be different. but this is so slight as to be unnoticeable to movement ceases. If the object was being the touch. made to hover, it promptly falls to the Electrokinesis: When a kineticist The intensity of the light released varies ground. An object on a slope or predis- employs this power, she causes an object based upon the level of the psychic and posed toward movement (like a wheel) to shed electrons, creating an electrical the mass of the object. For every level of may continue moving on its own. current. In a manner of speaking, she can experience that a photokineticist has at- Because of the limited speed at which turn anything into a small electrical gener- tained, he can create a glow that illumi- objects can be moved with this power, it is ator. After making a successful proficiency nates an area one yard (3’ in diameter). difficult to use psychokinesis in a direct check, the character can cause an electri- In addition, larger objects can be used to attack. Of course, exceptions might be cal current to begin flowing through the create brighter light sources. The size of found. An object might be nudged off of a affected object. the area that a character can illuminate is shelf, causing it to fall on someone below, Naturally conductive objects are easier multiplied by the mass of the glowing for example. to affect than ones that make good insula- object (in pounds). Thus, a two-pound light tors. For game purposes, there are as- source doubles the illumination possible. Thermokinesis: This power is similar sumed to be five classes of electrical For example, a 12th-level character can in many ways to cryokinesis. When a conductivity. Other factors can be taken manifest a light bright enough to illumi- psychic who is skilled in thermokinesis into consideration by the DM, such as nate a circle 36’ across. If the object that focuses his will on an object, he speeds up temperature and density, and might alter he is causing to glow weighs six pounds, the vibrations of the atoms that make it the listed category of a given substance. the light released will be bright enough to up. The result of this is an increase in the

44 DECEMBER 1994

temperature of the target. the character instantly learns the basic happened for a number of hours equal to After making a proficiency check to nature of the object. For example, a char- his level. The information received from attain control of the target object, the acter touching a bullet taken from the this trance is vague, however. For exam- character is able to increase its tempera- body of a wounded man would know that ple, the character might learn that great ture by 20° Fahrenheit each round. Thus, the projectile was made of lead. violence has filled the room in which he an object at room temperature (70° F) can A second check (made on the next round) now stands. be raised nearly to body temperature in allows the character to deduce even more By making a second proficiency check, one minute. An object that is raised to about the object being examined. This might the character can focus his impression of 150° or more will do additional damage if include the presence of trace elements or an the past and examine a specific incident used as a weapon. For every 50° or frac- important structural flaw. In the case of the more clearly. For example, he might note tion thereof beyond that limit, the object bullet, for instance, the character might that three men were there: Abraham Van will gain a + 1 bonus to the damage it sense that it had traces of blood, flesh, and Helsing, Jonathan Harker, and Professor inflicts. gunpowder on it. Challenger. This assumes, of course, that Flammable objects may burst into flame If the character has two (or morel sam- these individuals were known to the psy- if heated to a high enough temperature. ples of a specific material, he can attempt chic. If not, he would have a clear impres- Because of the great diversity of situations to discover similarities between them. The sion of their faces and could easily pick that a character is likely to encounter in character might be able to tell if the bullet them out of a crowd or, if he also had the course of a campaign, the Dungeon mentioned above was fired by the same some artistic ability, sketch them for oth- Master will have to judge the effects of gun as another one that was pulled from a ers to identify. this power in each case. body several days earlier. Such a compari- When the character ceases to employ his son requires that both objects be touched Precognition: With this ability, a char- power, the object will begin to cool until it and that the character make a proficiency acter can send his mental perceptions reaches room temperature. Under normal check for each one. forward in time to determine what is circumstances, the object will shed 10o of Other applications of this power might going to happen at a given location within heat per round until it has returned to its be suggested by the players and, with the the next several hours. The physical area normal temperature. DM’s approval, added to those mentioned to be investigated must be the place in above. In order to get full use out of this which the psychic employs his power. Cognitive talents ability, a character ought to be required to As with Postcognition, a single proficien- When most people who are untrained in take the Chemistry proficiency. cy check allows the character to receive the science of psychic phenomena are impressions about events as far in the asked to give examples of a paranormal Dowsing: Those with this power are future as his level number in hours. A mental ability, they often describe the best known for their remarkable ability to second check allows him to sharpen his powers that Professor Mesmer groups find water in places that appear to be dry. understanding of these events and see under the category of Cognition. It is this In actuality, the scope of this talent is far very clear visions of what will be. group of abilities that enables a psychic to greater than that. Dowsers are able to use Unlike Postcognition, which presents the sense happenings that he is not himself their mental powers to detect anything mentalist with information about an al- privy to. It matters little whether the odd or unusual in a given place. ready fixed past, the precognitive is seek- events being examined happened in the In addition, if a dowser is looking for a ing to learn about that which has not yet past, will happen in the future, or are specific object, she can attempt to sense its transpired. The images that such a charac- happening at that moment in a distant location. In order to do this, the character ter sees reflect what will happen if the location. must be familiar with the target of her psychic takes no action to change them. The range at which a cognitive can use search. This doesn’t mean that she has to Thus; it is possible for a precognitive hero his powers varies with the ability. For have held it or examined the object itself, a to warn someone that he will be attacked those that relay information about current simple knowledge of the lore surrounding if he enters a certain place and, by keep- events, like dowsing or analytical sense, the item will suffice. ing the victim out of that area, prevent the the range is 10’ per experience level at- For example, a group of characters vision from coming to pass. tained by the character. For powers like might be searching through an ancient However, the flow of time is difficult to Postcognition or Precognition, the charac- crypt for a magical crystal. The dowser, turn. The events that a psychic sees will ter must be in the exact location that he who has studied the object, bends her will generally be difficult to avert. A victim wishes to acquire information about. In to the task and, after making a proficiency who is warned to stay out of a room might this case, the range of the power reflects check, senses that it is beneath one of the enter it “just for a second” when she re- the amount of time that the power can flagstones that make up the floor. members that she left an unread letter overcome. In this case, the range is equal When the character first attempts to use there. to character’s experience level in hours. this power, she must make a proficiency In all cases, a cognitive need only make a check. If the check fails, she may make Prescience: Those who have the gift of single proficiency check to begin the use another on the next round. Additional Prescience are able to see events that are of his power. Once that is done, he can checks can be made each round, subject to transpiring nearby, even if their vision is maintain it for as long as his concentration the normal fatigue rules, until the dowser blocked by a wall, blindfold, or other holds. In some cases, additional checks wishes to break off the mental search or obstacle. This power, which is often called may allow the character to sharpen his exhaustion overtakes her, second sight or clairvoyance is among perception and receive more exact infor- those most familiar to the general public. mation. Postcognition: This power is similar In order to employ this power, a charac- to the Psychometry proficiency described ter need only indicate the area he is at- Analytical sense: Someone who is in the Masque of the Red Death set. How- tempting to receive perceptions from and blessed with this ability can sense the ever, it is both more powerful and a good make a successful proficiency check. elemental composition of an object. Unlike deal more reliable. When this is done, the character will get a most of the other abilities discussed in this In order to use this power, a character general impression of the area he is men- article, a character using this power must opens his mind to the karmic resonances tally examining. touch the object he wishes to analyze. of the cognitive’s location and gradually For example, a character might sense Upon making contact with the target begins to sense the things that have tran- that the room beyond a locked door con- substance, the psychic must make a profi- spired there. A single proficiency check is tains two men or he might learn that a ciency check. If the check is successful, sufficient to allow him to see what has closed box contains a pistol.

46 DECEMBER 1994

A second check allows the character to well be that there is more than one route allows him to see perfectly well in even gather more exact information. In the by which the desired end result is the faintest light. It does not, however, cases listed above, he might learn that the achieved. bestow upon him the power of infravision room contains two men armed with re- The physical advantages gained through or give him any unnatural ability to sense volvers and waiting to fire on intruders. the use of Channelling are fleeting. As a illusions or phantasms. Tradition holds that barriers made of rule, they can be maintained for a number The character’s sharpened hearing gives certain elements, lead for instance, will of minutes equal to the level of the psy- him the same powers as the Detect Noise prevent a psychic from seeing what is chic. In all cases, a single proficiency proficiency. Unlike that skill, however, the beyond them. Professor Mesmer’s experi- check is required to activate the power, character’s enhanced senses function ments found no basis in fact for these after which it is retained for its full dura- perfectly well even when the mentalist is beliefs. It might be possible, she theorized, tion without additional rolls. moving or if the area around him is not for a sufficient electrical charge or even a Unlike the other powers researched by perfectly quiet. supernatural influence to disrupt the Professor Mesmer, these do not appear to The character’s sense of smell enables powers of a psychic, but inert matter require continued concentration to main- him to detect even the faintest odors with seemed unable to form a shield on its own. tain. A sudden physical shock, usually in ease. A familiar scent can be identified and the form of an injury (i.e., the loss of hit a new one will be clearly remember so Channelling talents points), requires the character to make an that it might later be recalled. For the The group of talents that Professor Ability Check on his Constitution score to duration of this power, the character can Mesmer refers to as Channelling often are avoid having the power fail. Apart from follow a scent as well as any bloodhound. associated with oriental mysticism. In that, it will remain in effect until its dura- In essence, this use of the power dupli- short, they all enable a person to force his tion has lapsed or the mentalist wills it to cates the Tracking proficiency. body beyond its normal limits or abilities. cease. The character’s sense of taste enables Those who are able to employ the art of The elimination of the requirement for him to detect poisons in food or water, Channelling have been known to do things concentration does not mean that the although he must sample the item to be that even the most gifted athletes would normal mental and physical fatigue rules tested and this can be deadly with an find difficult, if not impossible. are waived. especially potent toxin. An Ability Check When a psychic wishes to employ a on Intelligence is required whenever the Channelling proficiency, he must focus all Awareness: When this power is acti- character wishes to use his enhanced taste his will on the act. Many have described vated, the character’s senses become in this way. seeing a great sense of calm come across greatly enhanced. Although this is most Lastly, the character’s sense of touch is the face of a mentalist harnessing the apparent in his vision, smell, and hearing, greatly increased. This can be of great powers of mind over body while others all five of the character’s physical senses value in delicate operations, such as lock have reported that the subject’s features are sharpened. picking or filching a wallet. In such cases, became quite feral and primitive. It may The enhanced eyesight of the character it is assumed to duplicate the Open Locks and Pick Pockets skills. In the event that a psychic already has one of the skills that Awareness duplicates, he is allowed to make two rolls for any feat he attempts. If either of the rolls succeeds, the character has done what he set out to do. Thus, a safe cracker with the Awareness talent and the Open Locks skill decides to break into a strongbox. He sinks into his psychic trance (making a success- ful Awareness check) and then goes to work. He rolls on his normal Open Locks skill first, but rolls high and fails to defeat the strongbox. Falling back on his in- creased senses, he makes a second roll on the Open Locks skill, rolls low, and the tumblers fall into place.

Equilibrium: A character with Equilib- rium is able to greatly improve his sense of balance for the duration of the psychic trance. In effect, this gives him a Dexterity score of 18. If the character already has a score of 18 or higher, he gains a 1 point bonus. All of the normal benefits associ- ated with an increased Dexterity score, including any Armor Class bonus or im- proved chance to hit with ranged weap- ons, are received.

Fervor: When a psychic employs this power, his physical might is greatly en- hanced. This has the effect of raising his Strength score to an 18. If the character’s class or kit entitles him to receive an Ex- ceptional Strength roll, the player should roll anew each time the power is invoked. Should the psychic already have a

48 DECEMBER 1994

Strength score of 18 or better when he power, his body begins to mend wounds at has mastered the science of Domination is employs this power, his current Ability a rate of 1 hit point per round. The dura- able to command others to do as he in- Score is increased by 1 point. tion of the trance thus indicates the num- structs. All of the normal benefits associated ber of points that a character can regain After making a successful proficiency with an increase in Strength are gained through the use of this power. check, the psychic may transmit a brief for the duration of the Channelling. Rejuvenation does not count as magical command to his target. The number of healing, for there is nothing supernatural words in this cannot exceed the level of Fortitude: The activation of this power about it. Thus, injuries that are not subject the psychic. If the required action takes has the effect of instantly boosting the to a cure light wounds spell could be more than one round to complete, or if character’s resistance to harm, illness, and healed through Rejuvenation. the mentalist wishes to keep control of the poisons. In game terms, this means a sud- victim for a longer period of time, a new den jump in his Constitution score to 18. If Mentalism talents proficiency check must be made in order the psychic already has a Constitution of The power of one mind to make contact to keep control of the victim each round. 18 or better, his current score is increased with another is a truly amazing thing. The target of this mental attack is al- by 1 point. Indeed, it was the investigation of this type lowed a saving throw vs. spells to resist it. All of the normal advantages associated of power that first lured Dr. Mesmer to The save is attempted when the mentalist with an 18 (or higher) Constitution are undertake her examinations of the psychic first makes contact with the character. instantly applied. world. This roll is modified by the Magical De- If his class or kit allows him to receive Mentalism powers are limited in their fense Bonus (provided by his Wisdom Exceptional Constitution (that is, a bonus range. The maximum distance at which score). In the event that the psychic at- of greater than +2 to Hit Die rolls) he may such talents will work is equal to the level tempts to keep control for longer than one now adjust his hit-point total to reflect any of the psychic in yards. Thus, a 10th-level round, no additional saving throws are increase. When the power ceases, the psychic can contact a mind up to 10 yards, permitted. If the saving throw is success- character’s hit points returns to normal. or 30’ away. ful, the character is unaware that any- Damage taken while the character was As with all psychic abilities, those of the thing unusual has happened. under the effects of Fortitude come off of mentalism class require the character to The normal limitations associated with the bonus hit points first and then from focus all of his attention on the subject. magical control of a person’s actions do his normal hit points. This prevents him from taking any other not apply in the case of Domination. Be- action for the duration of the psychic cause the mentalist is actually taking con- Rejuvenation: This is one of the most trance. The notable exception to these trol of the victim’s body, he can command valuable Channelling abilities that an ad- guidelines is Presence. it to do whatever he desires. Thus, a vic- venturing character can have, for it allows tim could be ordered to do things he a person to greatly increase his healing Domination: Perhaps the most insidi- would never ordinarily consider. rate. When a character activates this ous of all mental abilities, a character who When a character is released from the

50 DECEMBER 1994 mentalist’s power, he remembers nothing cy check must be made at this point and communication. Apparently, projected that he has done while Dominated. the victim is entitled to another saving thoughts are received on a level more throw. If the psychic is again successful, basic than language. Nightmare: With this power, a mental- the victim must suffer the effect of a failed A person on the receiving end of this ist can reach into another person’s mind Madness check. power may not be instantly aware that he and expose that person to his greatest has not “heard” the Projected message. fears. If carried to extremes, this power Presence: By invoking this power, the This is especially true if the character is in can be one of the most devastating of the psychic is able to greatly increase his a room with other people. In cases where Psychic proficiencies. ability to captivate an audience or con- there is some doubt in the DM’s mind In order to begin this process, the psy- vince others to follow him. In effect, it about this, an Ability Check on the target’s chic must make a successful proficiency raises his Charisma score to 18. If the Wisdom score can be used to resolve the check. Once this is done, the victim is character already has a Charisma score of matter. entitled to make a saving throw vs. spells, 18 or higher, the ability is increased by 1 The maximum length of a psychic’s as adjusted by the Magical Attack bonus point. The psychic is entitled to any bonus message is equal in word to his experience appropriate to his Wisdom score. If the normally associated with a high Charisma level. Further, the mental transmission is check fails or the saving throw is made, score. always “heard” in the psychic’s own voice. the mental attack ends then and there This power is similar in many ways to A message of any length can carry ur- without the victim having any knowledge the Channelling abilities of Equilibrium, gency, compassion, or any other emotion of what has transpired. Fervor, and Fortitude. Like those powers, that a character could normally express If the check is made and the saving it remains in effect for a number of with his speaking voice. throw fails, however, a terrible fear wash- rounds equal to the level of the mentalist es across the victim’s psyche. He must and does not require the absolute concen- Sensitivity: A Mentalist employing this instantly suffer the effects of a failed Fear tration demanded by other Psychic profi- power is able to “eavesdrop” on the Check. ciencies. It is classed as a Mentalism ability thoughts of another person for one round. If the victim is still within the mentalist’s because it appears to function by making a Only the character’s surface thoughts range, he may attempt to follow up his subliminal contact with the minds of those will be detected, not deeply hidden secrets initial attack with a second one. Another who come near the character. or items long forgotten. A mentalist using proficiency check must be made and an- this power will be able to tell if the target other saving throw is allowed. If the attack Projection: This power permits a is acting under some form of magical or succeeds, however, the victim is forced to character to send his thoughts directly mental influence (e.g., a charm spell), has a suffer the effects of a failed Horror Check. into the mind of another person. One of hidden post-hypnotic suggestion, or is Providing that the situation remains the most interesting things that Dr. Mes- suffering from the effects of a failed Mad- unchanged, the mentalist can continue his mer uncovered in her research is the fact ness check. attack on the target. Yet another proficien- that language is not a barrier to mental

52 DECEMBER 1994

The multimedia world

Ever wonder what’s on that CD-ROM or just what the heck a CD-ROM is and why you would want one? Curious if some “interactive multimedia” game is as great as you hoped or a thinly disguised honker? Want to know the secrets of multimedia? Well, ask us. That’s our job, to be opin- ionated and cranky reviewers who spend endless hours in front of the terminal playing the best and the worst so you don’t have to. It’s a tough job, but some- body’s got to do it. First, though, we’d better introduce ourselves and confess a couple of dark secrets. We’re the jovial curmudgeons and Internationally Celebrated Game Designers Ken “Preserved” Rolston, Paul “Awkward” Murphy, and David “Zeb” Cook. We are men of strong opinion, mighty verbiage, and sharp tongues. We’ll be reviewing different multimedia titles in our columns; one of us actually playing and reviewing a given title, the other two merely exercis- by “Preserved, Awkward, & Zeb” ing their cheap wit. So who are these guys, anyway? With that out of the way, why multi- Music composed and produced by: The Fat media and just what do we know about it? Man and Team Fat Dave “Zeb” Cook on Ken Rolston: Ken is Why multimedia? Because—and here’s one Principal cast: Robert Hirschboeck, quite mad. of the dark secrets—that’s what all three Douglas Knapp, Michael Pocaro, Larry Which probably explains his desire for of us do. After wreaking havoc on the Roher, Jolene Patrick, Debra Ritz Ma- good story lines, dramatics, and a strong paper and computer-game industries for a son, Julia Tucker, Ted Lawson sense of place in games. Eminent guru of few years, we’re all off working in the West End Games’ PARANOIA* and Avalon newest of electronic frontiers—multimedia Reviewed by Paul Murphy Hill’s RUNEQUEST* games, Ken is the CD-ROM games and edutainment. arch-theorist of the group. Consequently, What is multimedia? We don’t know! But So what is a CD-ROM game, anyway? the other two of us have no idea what he neither does anybody else. That’s another And how does it differ from a floppy-disc is really talking about, but his enthusiasm really dark secret. Right now, every CEO, computer game? is contagious. TV executive, and game publisher is hot to Good question. Glad I asked. Ken Rolston on Paul Murphy: Murph’s be in the field of interactive multimedia. (Obvious set-up line. We could have internationally celebrated for the PARA- It’s the big pot at the end of the rainbow. helped him with that.—Zeb) NOIA and Game Workshop’s SPACE The problem is nobody really knows It’s like this: A compact disc is big. Really HULK* games. Poor Paul has spent his what’s in that pot; all they know is it will big. Huge, in fact. A single compact disc paper game career mostly as an Editor and make them rich, rich, rich! So naturally, holds more than 400 times as much data Developer—that is, he’s been cleaning up everything is interactive, everything is as a single floppy. And that’s good. It al- the messes made by Egomaniacal Design- multimedia! There’s interactive multimedia lows the creators to stuff horrible ers like Zeb and I while we get to parade games, interactive multimedia education, amounts of data into a game; and since around and take credit for his work. Un- interactive TV (they already figure they’re CDs are relatively cheap, creators can do like Zeb and I, Murph is a grizzled veteran multimedia), interactive rides, and interac- so without charging more (they often computer-game designer, so he actually tive multimedia washing machines. Is it charge more anyway, but that’s another knows what he is talking about. His game really, honestly, and truly interactive or story). sense is concrete and practical, and his multimedia? “Who cares?” they say. “We Floppies, on the other hand, are expen- prose is lucid; that’s how you can distin- just want to make money.” sive. Each additional disc cuts significantly guish Paul from us other windbags. And that’s why the world needs guys into the profit-margin for a game. Thus, Paul Murphy on David “Zeb” Cook: Geez. like us. the loathsome profit-driven game-company What the heck needs to be said about Zeb executives often restrict the number of Cook? He’s this game designer, see? Having floppies they put. in the game—usually to written myriad games, books, and other one less than the designers, artists, and entertainment-type products for an The Seventh Guest programmers think they need. extremely popular enemy game company A CD-ROM game by and Virgin Designers of CD-based games don’t have which will remain nameless, he’s far more Games, Inc. this problem. They, in fact, have the oppo- famous than I. Platform: site problem: what the heck to do with all Though relatively new to the computer Game concept and design: that extra space? How can they convince biz, Zeb has a remarkable game sense. and Rob Landeros the customer that he’s getting his money’s That is, he knows instinctively what makes Script written by: worth? a game good or bad. On the other hand, Lead artist: Robert Stein III The standard answer is to fill the extra he’s recently shaved his head, which sug- Trilobyte producer: David Luehmann space with cool graphics, video images, gests that game sense is the only kind he Executive producer: Neil Young and stereo-quality sound. Fortunately, has. Creative consultant: David Bishop these take up gratifyingly large amounts of

DRAGON 55 space. Thus, in the aforementioned 30- So, for instance, you might wander into Castle of Doctor Brain, for one. In Castle meg game, the producers might tack on a a room with a black-and-white check of Doctor Brain, the puzzles are at least as 15-minute opening sequence, complete pattern on the floor. You click on the floor, entertaining, and far better-integrated into with animation, full-motion video, and it resolves itself into a chess-board, and old the story. stereo sound. With luck, this will eat up an Man Stauf mutters at you something about In the final analysis, The Seventh Guest additional 500 megs of space on the CD for eight queens, and your cursor turns into a suffers from an incurable case of confu- relatively little extra work. rolling eyeball. Now what? sion about what it is trying to be. It’s ei- There’s nothing inherently wrong with Having nothing better to do, you click ther a collection of puzzles encumbered this approach. When used properly, exten- your rolling eyeball on the board some- by an unnecessary horror setting and sive audio and visual effects can greatly where. Gratifyingly, a queen sprouts up in story—or it’s a horror story and setting enhance the gaming experience. However, that position. encumbered by an unnecessary collection they also can be used for evil and immoral You click somewhere else, and another of puzzles. There are bigger and better purposes. For example, extensive audio queen sprouts up. Now you’re getting puzzle collections out there, and there are and visual effects can be used to disguise somewhere. You click somewhere else: better horror stories. By trying to be both, the fact that the “game” has no gaming another queen sprouts up, but one of the it fails at each. experience. Which, unfortunately, brings earlier-placed queens disappears. Oh oh. Which is a pity, because it sure is beautiful. us to the product we are reviewing. Not so good. Wonder why that happened? (I think Paul’s perfectly accurate in his You experiment for a while. Sometimes analysis, though too harsh in his judgment The game placed queens stay where they are; some- The Seventh Guest is a visually charming There’s this toy maker named Stauf, see? times they disappear when another is presentation of computer puzzles in a slick He makes really neat, cool toys, which the placed. horror-story frame. I was impressed with kids love. He sells lots of toys. He becomes Eventually, you figure out the object of the narrative setup, and disappointed that fabulously rich and builds a big house the puzzle: you must place eight queens the narrative wasn’t developed. But it is a outside of town. Then the children begin on the board with none of them in a posi- very simple and episodic computer-game to die. . . . tion to take any other. This is an old chess experience, while most computer games Six guests are invited to old man Stauf’s problem, and a lot harder than it sounds. are rather more complex and compul- house. If they solve the mystery of the The quality of the puzzles in The Sev- sively absorbing. This game also has auto- house, Stauf will grant their wishes. If not, enth Guest varies enormously. Some I’ve mated frustration control (the hints in the they die. never seen before; some are hoary old Library). “Old man Stauf built a house chestnuts. Some are exceedingly tricky Veteran computer-game fans take for And filled it with his toys. and fun—I very much enjoyed the Othello/ granted the esoteric communication Six guests all came one night Go variant, the letter substitutions, and exchange culture that has grown up Their screams the only noise . . .” the bishops puzzle—some are exceedingly around the exchange of gaming hints and easy; some are just plain bad. walk through many games. The Seventh After that build-up, you’d expect The Guest’s greatest virtue may be that it lets Seventh Guest to be a horror adventure or Rewards its audience play a pleasant, pretty com- role-playing game, right? You’ve got this When you solve a puzzle, you are re- puter game without joining the gamer magnificently creepy old house, filled with warded with a bit of video showing you a culture.—Ken) shadowy images of fear and death. You’ve continuation of the plot. Ghostly figures got animation and live-action video images appear in the room, do stuff, and occasion- Gadget of folks getting whacked in unpleasant ally get killed in interesting fashions. This CD-ROM Titles Support Desk ways by old man Stauf. You’ve got a story is mildly entertaining: the plot line is suffi- Synergy, Corp. line revolving around evil rituals and the ciently creepy and the acting is adequate. 333 South Hope St. murder of children. And what do you do? However, you should be warned that you Los Angeles CA 90071 You solve puzzles. Word puzzles. Chess can’t change anything in the plot: you’re a available from: Books Nippon puzzles. Cryptograms. Logic puzzles. spectator and that’s all. Given the power of 1-800-427-6100 $59.95 Sliding block puzzles. the computer to allow player interactivity, Oooooh, scary! this is a disappointment. Platforms: Mac: 68030 25mhz or higher, There are around 25 puzzles scattered 5MB free RAM, 640 x 480 256 color throughout the house. None of them have Trappings monitor (13” or better), double-speed anything to do with the plot. It’s here, in the external stuff, that The CD-ROM drive Seventh Guest shines. This program looks Windows: 486 33mhz, Windows, mouse, Puzzles as good as any I’ve seen. The setting is no 8MB, 3MB on hard drive, 640 x 480 SVGA It’s like this. You find yourself inside a less than stunning. The house is beauti- 256 color monitor, double-speed CD-ROM beautifully-rendered 3-D house. Using a fully rendered in full 3-D. drive, Soundblaster compatible simple point-and-click interface, you wan- Movement within the house is relatively Director: Haruhiko Shono der around this house, going upstairs, smooth—though there are some clunky, downstairs, into the basement, etc. When jerky moments when the room is extra Reviewed by Ken Rolston you click on a door, it opens and you enter complicated. The full-motion video is okay. that room. Somewhere in each room is The music and sound are quite good. Okay. You’ve never heard of this title. hidden a puzzle. When you find the puz- There are some nice, creepy frills that You’ll never find it in software retail stores zle (indicated by an amusing icon of a skull add to the mood (for instance, click on the or game magazine ads. According to one with rolling eyes and a bulging brain), the painting at the top of the stairs). The inter- advertisement, it won the Minister’s Prize screen changes to show the puzzle board. face is fine: amusing and intuitive. at the 1993 Multimedia Grand Prix in You work on the puzzle until you solve it Japan. (I admit I’m impressed. Winning a (or give up), at which point you return to Conclusion prize in Japan is cool. Right? Though I the movement interface. There’s just not enough game here. wonder what won that prize in previous Part of the challenge of the puzzles is that Twenty-odd puzzles may sound like a lot, years.) Though it’s been reviewed in Mac- you aren’t told the rules: you must figure but think about it: a typical issue of Games User and Wired, it’s rather obscure here them out for yourself. Old Man Stauf some- Magazine contains dozens and dozens of in the U.S.A., primarily because of the times gives you some cryptic clue, but other puzzles—at a much lower price. And there tragic understatement of its marketing than that, you’re on your own. are better puzzle collections on computer— here in the States.

56 DECEMBER 1994

I love Gadget. Admittedly, as a Mac user, ing cross-threads. As you navigate through the next good part. There are a lot of cool I am starved for quality CD-ROM game Gadget, you’re trying to puzzle out wheth- things to click on and play with; that’s the experiences. But Gadget blew me away. I er there are good guys and bad guys, and “interactive” part. virtually worship the guy who turned me whether you ought to do something to At this evolutionary point in entertain- on to it. I have enthusiastically forced frustrate the guys you think are bad, but ment software, the classic model for the Gadget on numerous friends and col- whenever it appears like you might be medium is the game. Computers do games leagues. able to make some sort of a significant well. When you think of computers, you But is it a game? No way. Is it an interac- choice based on what you’ve puzzled out, think of games. tive movie? Yes or no, depending on your you find out you don’t really have any Books and movies, on the other hand, do expectations for the word “interactive.” choice. stories well. Sure, you’ll find the odd ex- Is it a first-class CD-ROM entertainment? Now, it just so happens that this absence ception, like pick-a-path books and Clue You bet. of significant choices is essential to the video movies with multiple endings, but mystery of the protagonist’s predicament. these clearly are oddballs. When is a game not a game? That is, the absence of a game in Gadget is However, just because computers are Gadget is more of a movie than a game, a feature, not a flaw. ideal for presenting games doesn’t mean You just can’t “lose” in Gadget. There is that computer entertainment software one brief maze element, but that’s so mod- Interactive fiction must feature game elements in order to be est and gratuitous that it constitutes a Computer games borrow a lot of their a satisfying use of the medium. parody of the game experience. No matter techniques from cinema. With all the Admittedly, consumer expectations for what choices you make, you are certain to animation, video, and recorded speech and computer software are shaped by the get to the end of the story. You start the sound you find in today’s CD-ROM games, software game experience. Gadget sure game in this hotel room. You hear on the a lot of computer games are often trying won’t give as many hours of play as a radio that a comet is going to hit the to look and feel like movies. standard computer game, so someone Earth. You go down in the hotel lobby and There’s a kind of entertainment software used to measuring his fun-per-software- meet a strange man who sends you after a marketed as an “interactive fiction,” or an buck in hours spent in front of the com- scientist named Horselover. You discover “interactive movie.” The star of this medi- puter is going to feel hosed by Gadget. that this scientist is somehow involved in um is the story. Good examples of this And if Gadget really offers no more than saving Earth from this comet. At the same format are the Living Books by Broder- you could get out of a purchased video- time, a lot of people tell you they think bund and Cosmic Osmo, where the only tape, you could get a lot more for your this comet thing is a hoax. It’s all very vestige of gaming is in your navigation money by renting movies at your local mysterious and spooky. through the setting and the events. rental store. As the protagonist, you find yourself in There are no puzzles to frustrate your Gadget borrows several elements from the midst of a confusing mystery, with advancement through the story, and no computer games and uses them to achieve many conflicting testimonies and bewilder. challenges you have to overcome to get to its narrative purposes. It plays on the expectation of significant choices that gamers have. When you find you really don’t have choices, you identify ideally with the predicament of the central character. Your bewilderment is the pro- tagonist’s bewilderment. Your discovery of your lack of real choices as a player paral- lels the protagonist’s discovery that he doesn’t have any real choices. In Gadget, this absence of real choices is an integral part of the menace and mystery of the protagonist’s world. Something funny is going on. There are suggestions that some- one is playing with people’s minds. You meet characters with bizarre tales that sound like brainwashing—or worse. Are you a victim of this brainwashing? If so, what can you do about it? What can you do if you can’t even trust the evidence of your own senses? Are your motivations your own? Or are they hypnotic sugges- tions implanted by someone else? By good guys? By bad guys? You’re a tool with no way to test the motives and means of the agents using you.

There is no frigate like a CD-ROM

There is do Frigate like a Book To take us Lands away Nor any Coursers like a Page Of prancing Poetry This Traverse may the poorest take Without oppress of Toll How frugal is the Chariot That bears the Human Soul! —Emily Dickinson

58 DECEMBER 1994 Well, maybe $59.95 isn’t so frugal for A style to fit the theme rather clunky. It’s often hard to move this frigate. But it does take us to other In Gadget, it is the lack of choices—the around in the 3-D spaces, with false visual worlds. That’s one of the main attractions lack of real game options—that fits the cues that suggest places to go where you of role-playing and computer games for mood of the presentation. It is a grim, really can’t go. It also has a pretty annoy- me—exploring fantastic worlds. And Gad- narrow, deterministic universe. From the ing inventory convention, where you get get does this in spades. very beginning, there are hints that the stuff in a briefcase, but you can’t look in Travel and exploration of a fantasy central character doesn’t have real free- the briefcase until the program prompts world is what I enjoy most about games in dom to choose what he wishes to do. This you. And, yes, it is not a game. Not even a general, and especially RPG and computer is, of course, a terrible idea in a game, but little. games. My favorite part of Civilization, for a perfect idea in a setting where the mood But Gadget is a remarkable multimedia example, is sailing around discovering things. suggests a relentless and unavoidable fate. narrative in the software medium— Gadget’s retro-future setting is an alter- Sometimes life seems that way too. We are original, entertaining, and absorbing. The nate Earth like the 1950s envisioned by told that our lives have choices, but some- mysterious science-fiction plot, the script, 1920’s minds. Most of Gadget’s action times we doubt whether those choices are the characters, the retro-futuristic design, takes place in three types of places—train meaningful. the spooky atmosphere, and the paranoiac stations, the train interiors, and science Fantasy role-playing games are typically point-of-view protagonist all combine to places (including labs and a Museum of in the heroic tradition; the hero’s actions produce the most satisfying multimedia Science). These interiors, brilliantly imag- are meaningful and result in the foiling of experience I’ve ever had. ined and rendered as 3-D spaces, are a evil plots, the celebration of virtue, and (Creepy? Yes. Striking? Yes. Spooky? Yes. beauty to behold. And there are plenty of the empowerment of the good guys. Even Beautiful? Yes. Riveting? Yes for the charmingly antique super-science gadgets cyberpunk games, which are generally first 20 minutes anyway. Then it starts to to goggle at. Art and design students: feast regarded as dark fantasies, typically de- get old, real fast. Unlike Kenny, I didn’t your eyes and minds. The atmosphere and pend on heroic types who triumph over like the lack of choices in Gadget. On the feel reminds me of Terry Gilliam’s designs adversity. Gadget is a very dark fantasy. contrary, it irritated me. I like to do stuff for the film Brazil, with the same subtle The point-of-view character is bewildered with my computer—to “interact” with it (to sense of a dark and disappointing future. and out-of-control throughout, and in the coin a phrase). Leaving the audience pas- In Gadget though, the characters are end is revealed to have had no real chance sive is best left to other mediums: film, TV, built-from-the-ground-up realistic 3-D to save himself or the world. This is defin- and theater, to name a few. I don’t know: models, they are actually more a part of itely not standard fantasy game fare—but perhaps Ken’s just more advanced than I, the set design, automatons rather than vive la difference. computer-wise. Or perhaps he’s just stark, flesh-and-blood breathing creatures. That, barking mad.—Paul) in fact, is the point of Gadget’s theme, and Conclusion (Lovely to look at and an intriguing story cleverly reinforced by its eccentric charac- I’m a total fan of Gadget. Sure, it has its line, but this thing’s as interactive as turn- ter rendering scheme. warts. The interface and navigation are ing the page of a book.—Zeb)

When minimal animation Continued on page 62 is a good thing Graphic depictions of characters must fit the mood of a multimedia piece. Gadget’s characters are so striking because they exploit the stylized limitations of computer-rendered characters to enhance the mood of the setting and narrative. Only the characters’ eyes move. Most animated games show standard crumby computer character depictions of cartoon stone faces with blinking eyes and burbl- ing lips, or chunky-monkey bad video sprites. With cartoon animation, frame rate and visual detail are kept to a mini- mum; otherwise you’d have to pay artists to do lots of animation art, and games would move way-too-slow. Gadget uses a unique strategy. It uses 3-D models of characters, then uses them as almost-completely unanimated images. Only the eyes move—not even the lips. Dialogue is displayed on black beneath a letterboxed image. Only text is displayed; the character monologues are not play- backs of recorded sound. The faces them- selves have a lot of detail and personality, but no animation—not in either sense, motion or emotion—producing a perfectly dead-pan lifelessness, a zombie-like lack of animation which is chillingly at odds with the distinctively realistic detail of the faces. The characters seem like robots— and in this context, this is exactly the mood Gadget wants to create. (Of course, more animation just might have been too hard for them, too.—Zeb)

DRAGON 59

Quick cuts how you feel about yourself in Griffin’s custom boot files for DOOM II. shoes. Sure. I’m a DOS dummy. I read that Gold Medallion Gamepack: 40 Best (Choices that make no difference?—Zeb) book. That stuffs easy. Editing config.sys VGA Games This is interesting, but nowhere as and autoexec.bat files—that is not DOS This is a cool, absurdly cheap gaming fix classy, elegant, or subtle as Gadget. And dummy stuff. at $16.99. It has swell Apogee games like it’s a satisfying mystery—that is, I don’t I figured out a simple fix. Spend $150 Duke Nukem II, Bio-Menace, Crystal Caves, feel like I have to be able to influence the bucks on more memory. Raptor, 3-D, and a DOOM - style outcome of a multimedia product in order And guess what? After spending the 3-D game Blake Stone that is a real hoot. to find its mystery entertaining—but the $150 bucks for another four megs of RAM, Now, this stuff is shareware, and honor- climax is abrupt and clumsy. I casually DOOM II still won’t run until I edit my able folks must immediately send lots of recommend it as a quick, simple entertain- config.sys and autoexec.bat files. money to the designers or fry in hell, but ment, and of special interest to students of I bought a simple multimedia IBM as a you can boot up and try 40 games for the narrative multimedia, but it’s not much of game machine. So instead of the Joy of basic $16.99—a spectacular and satisfying a game, and not completely successful on Gaming, I get the Torment of Custom bargain. its own narrative terms. Boots. How many other DOS game users out Quantum Gate Ken rants there that are annoyed by this stuff! And This is another interactive movie like Look, I’m sick of buying DOS games and what can be done about it? Gadget, but with some more conventional playing “Game Loading Strategy.” I rou- Modest Proposal: Send us your com- game elements, such as a minor but non- tinely spend more time trying to get new plaints. We can’t possibly answer, or may- gratuitous shoot-’em-up. The story is in- games to run than playing them. be even read them all, if what we read on triguing, the acting is several notches Case #1: Apogee’s Bio-Menace. If I have BBSes is any indication. But we can pub- above the CD-ROM standard, and the technical problems, I’m advised to “boot licly share your pain. exposition and dramatic tensions builds with a clean disk.” What’s a clean disk? (Look, send us your complaints, but nicely to a climax. None of the player’s Okay. I figure out how to bare-boot my don’t feel like you have to restrict yourself choices ultimately influence the conclu- machine. That’s bypassing my config.sys to one platform. Sooner or later every sion, but you do get a strong sense of the and autoexec.bat files on start up. That’s game machine out there does something protagonist, and the moral choices he not so tough. we all hate—and the only way they’re makes . . . not as a hero, but as a character Case #2. Id’s Doom II. Says “4MB RAM going to know is if we tell them about it! deciding whether to suck up to the com- minimum.” —Zeb) mander, to lie to protect a not-very Okay. Bare-boot again, right? But how’s attractive fellow soldier, or to avoid DOOM II going to play those lovable sounds making commitments either way. None of unless I got my Soundblaster drivers loaded * indicates a product produced by a company other it affects the outcome, but it does affect in my machine? Looks like I’ve got to make than TSR. Inc.

62 DECEMBER 1994

Convention Calendar Policies * indicates a product produced by a company other than TSR. Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of This column is a service to our readers any product without mention of its trademark status should not worldwide. Anyone may place a free listing be construed as a challenge to such status. DARCON II, Jan. 7-8, 1995 ✧ for a game convention here, but the follow- This convention will be held at the Danie Van ing guidelines must be observed. Zyl Recreation Centre in Newlands, Johannes- In order to ensure that all convention Important: DRAGON® Magazine no burg, Republic of South Africa. Events include listings contain accurate and timely infor- longer publishes phone numbers for conven- role-playing, board, and miniatures games. mation, all material should be either typed tions. Publishing incorrect numbers is al- Other activities include demos, competitions, double-spaced or printed legibly on stand- ways possible and is a nuisance to both the and dealers. Registration: R10 plus variable ard manuscript paper. The contents of caller and those receiving the misdirected event fees. Write to: Evan Dembsky, 24 Vincent each listing must be short and succinct. call. Be certain that any address given is Rd., Rosettenville ext, Johannesburg, Transvaal, The information given in the listing must complete and correct. Republic of South Africa, 2197. include the following, in this order: To ensure that your convention listing 1. Convention title and dates held; makes it into our files, enclose a self- GAMES UNIVERSITY, Jan. 13-16 CA 2. Site and location; addressed stamped postcard with your first This demo-oriented game convention will be 3. Guests of honor (if applicable); convention notice; we will return the card to held at the Red Lion Hotel in Ontario, Calif. 4. Special events offered; show that your notice was received. You also Guests include Darwin Bromley. Events include 5. Registration fees or attendance re- might send a second notice one week after family and adventure role-playing, board, and quirements; and, mailing the first. Mail your listing as early as miniatures games. Other activities include 6. Address(es) where additional informa- possible, and always keep us informed of computer and video games, seminars, and tion and confirmation can be obtained. any changes. Please avoid sending conven- dealers. Registration: $22/weekend before Dec. Convention flyers, newsletters, and other tion notices by fax, as this method has not 31; $25/weekend on site. Write to: GAMES mass-mailed announcements will not be proved to be reliable. UNIV., c/o Ultraviolet Prod., P.O. Box 668, Up- considered for use in this column; we land CA 91785. prefer to see a cover letter with the an- ALBUQUERQUE GAME FAIR, Dec. 2-4 MO nouncement as well. No call-in listings are This convention will be held at Quality Hotel, RUNEQUEST*CON 2, Jan. 13-16 CA accepted. Unless stated otherwise, all Four Seasons in Albuquerque, Mo. Guests in- This convention will be held at the San Fran- dollar values given for U.S. and Canadian clude Richard Garfield, Doug Shuler, and cisco Clarion Hotel in San Francisco, Calif. conventions are in U.S. currency. Darwin Bromley. Events include role-playing, Guests include , Sandy Petersen, WARNING: We are not responsible for board, and miniatures games. Other activities and . Events include role-playing, incorrect information sent to us by conven- include collectible card games, anime, seminars, board, and miniatures games. Other activities tion staff members. Please check your an auction, and panels. Benefits to go to the include seminars and an auction. Registration: convention listing carefully! Our wide Carrie Tingley Foundation. Registration: $15. $30/weekend or $15/day. Write to: RUNEQUEST- circulation ensures that over a quarter of a Write to: P.O. Box 44396, Rio Rancho NM 87174- *CON 2, 2520 Hillegass Ave. #101, Berkeley CA million readers worldwide see each issue. 4396. 94707. Accurate information is your responsibility. Copy deadlines are the last Monday of MAGIC* GAME TOURNAMENTS ’94 CONSTITUTION III, Jan. 20-22 MD each month, two months prior to the on- Dec. 3-4 AZ This convention will be held at the Best West- sale date of an issue. Thus, the copy dead- This convention will be held at the DuBois ern Maryland Inn in Laurel, Md. Events include line for the December issue is the last Conference Center at Northern Arizona Univer- role-playing, board, and miniatures games. Monday of October. Announcements for sity in Flagstaff, Az. Events include multiple Other activities include RPGA® Network events. North American and Pacific conventions MAGIC game tournaments. Registration cost Registration: $17 preregistered; $22 on site. must be mailed to: Convention Calendar, varies with number of tournaments entered. Write to: Chesapeake Games, P.O. Box 13607, DRAGON® Magazine, P.O. Box 111, Lake Write to: Little Shop of Magic, 2515 N. Fort Silver Spring MD 20911-3607. Geneva WI 53147, U.S.A. Announcements Valley Rd. #4, Flagstaff AZ 86001. for Europe must be posted an additional ROUNDCON ’95, Jan. 27-29 SC month before the deadline to: Convention SOUTHWEST COMIC FESTIVAL This convention will be held at the Quality Inn Calendar, DRAGON® Magazine, TSR Dec. 9-11 TX N.E. in Columbia, S.C. Events include role- Limited, 120 Church End, Cherry Hinton, This convention will be held at the Austin playing, board, and miniatures games. Other Cambridge CB1 3LB, United Kingdom. Convention Center in Austin, Tex. Events in- activities include dealers, contests, a scavenger if a convention listing must be changed clude role-playing, board, and miniatures hunt, and a charity auction. Registration: $15 on because the convention has been can- games. Other activities include a costume con- site. Write to: Trella Wilhite, Round Table Gam- celled, the dates have changed, or incor- test, art and miniatures contests, films, anime, ing Soc., USC P.O. Box 80018, Columbia SC rect information has been printed, please and panels. Registration: $25 preregistered, plus 29225. contact us immediately. Most questions or $10 for a comprehensive gaming pass. Write to: changes should be directed to the maga- SWCF, P.O. Box 650201, Austin TX 78765-0201. WARPCON V, Jan. 27-29 ❁ zine editors at TSR, Inc., (414) 248-3625 This convention will be held at University (U.S.A.). Questions or changes concerning WINTER MAGIC ’94 WI College, Cork, Ireland. Guests include Bill European conventions should be directed This /comics convention Bridges. Events include role-playing, board, and to TSR Limited, (0223) 212517 (U.K.). will be held at the Marriott Hotel in Brookfield, miniatures games. Other activities include Wis. Events include sanctioned MAGIC tourna- seminars and contests. Write to: Convention ❖ indicates an Australian convention. ments. Other activities include comics guests Director, WARPCON V, Office of Residence and ❉ indicates a Canadian convention. and dealers. Registration: $5. Write to: Comics Student Activities, University College, Cork, ❁ indicates a European convention. Express, 6562 W. Brown Deer Rd., Brown Deer IRELAND; or e-mail: ✧ indicates an African convention WI 53223. [email protected]. DRAGON 67 GAMEFEST II, Jan. 28 IL site. Send an SASE to: CLUB CON 4, P.O. Box role-playing, miniatures, and computer gaming. This convention will be held at Holy Innocents 16161, Rocky River OH 44116-0161. Other activities include flea markets, an auction, Church, Fr. Pajak Hall, in Chicago, Ill. Events dealers, seminars, and demos. Registration: $25 include role-playing, board, and miniatures CAPRICON XV, Feb. 16-19 IL preregistered; $30 on site. Write to: STRATEGI- games. Other activities include RPGA® Network This convention will be held at Wyndham CON, P.O. Box 3849, Torrance CA 90510-3849. events and raffles. Registration: $3/general; $5/ Hamilton Hotel in Itasca, Ill. Guests include tournament. All proceeds go to Holy Innocents Nancy Kress, Lucy Synk, and Sue Blom. Events JAXCON ’95, Feb. 24-26 FL Church. Write to: John Kavain, 857 N. Hermit- include anime, panels, demos, workshops, film, This convention will be held at the Ramada age, Chicago IL 60622. a cabaret, a masquerade dance, art shows, and a Inn Conference Center in Jacksonville, Fla. blood drive. Registration: $30 before Jan. 15; Events include role-playing, board, and minia- NORMAN CONQUEST VI, Feb. 3-5 OK $40 on site. Write to: CAPRICON XV, P.O. Box tures games. Other activities include door This convention will be held at the Oklahoma 60085, Chicago IL 60660. prizes, dealers, and a flea market. Registration: Memorial Union on the Oklahoma University $15 before Jan. 1; $22 on site. Single-day rates campus in Norman, Okla. Events include role- GENGHIS CON XVI, Feb. 17-19 CO are available. Write to: JAXCON, P.O. Box 14218, playing, board, and miniatures games. Other This convention will be held at the Holiday Dep’t. M, Jacksonville FL 32238-4218. activities include RPGA® Network events. Regis- Inn Southeast in Denver, Colo. Events include tration: $9. Write to: NORMAN CONQUEST VI, role-playing, board, and miniatures games. RADCON 1C, Feb. 24-26 WA 215-A OMU Box 304, 900 Asp Ave., Norman OK Other activities include computer gaming, a This convention will be held at the Best West- 73019. figure-painting contest, auctions, and dealers. ern Tower Inn in Richland, Wa. Events include Registration: $15 preregistered. Write to: Den- role-playing, board, and miniatures games. WINTER WAR XXII, Feb. 3-5 IL ver Gamers Assoc., P.O. Box 440058, Aurora CO Other activities include workshops, dealers, an This convention will be held at the Chancellor 80044. art show, movies, demos, and gaming. Registra- Hotel in Champaign, Ill. Events include role- tion: $18. Write to: RADCON 1C, 2527 W. Kenne- playing, board, and miniatures games. Other KATSUCON ONE, Feb. 17-19 VA wick Ave., #162, Kennewick WA 99336. activities include open gaming, dealers, auctions, This anime/manga convention will be held at and a miniatures-painting contest. Registration: the Holiday Inn Executive Center in Virginia WARP’DCON V, Mar. 4 NJ $6 preregistered; $8 on site, plus $2 event fee. Beach, Va. Activities include panels, workshops, This convention originally was scheduled to Judges are welcome. Send an SASE to: Donald an amateur film fest, an art show, dance, and take place Dec. 4, 1994. It will be held at Drew McKinney, 986 Pomona Dr., Champaign IL anime. Registration: $26 before Dec. 31; $30 on University in Madison, N.J. Events include role- 61821. site. Write to: Katsu Prod., P.O. Box 11582, playing, board, and miniatures games. Other Blacksburg VA 24062-1582; or e-mail at: activities include a miniatures-painting contest, a CLUB CON 4, Feb. 4-5 OH [email protected]. raffle, an auction, and door prizes. Registration: This convention will be held at the Indepen- $5. Write to: Richard Ditullio, P.O. Box 802, C.M. dence Holiday Inn in Cleveland, Ohio. Events ORCCON 18, Feb. 18-20 CA Box 1405, Madison NJ 07940. include role-playing, board, and miniatures This convention will be held at Airport Hyatt games. Other activities include RPGA® Network Hotel in Los Angeles, Calif. Events include all events. Registration: $13 preregistered; $15 on types of family, strategy, and adventure board,

68 DECEMBER 1994

hough it was the day before the bleakest Midwinter in memory, I came upon the village of Half Day sweating like a blacksmith in August Winter a fact I attributed to the three-stone pack and the one-stone broad sword I had on my back. The broad sword was for show. I could barely lift the thing, let alone swing it in any meaningful fashion. But Tale my father—pardon me, my foster father—Sir Gavin of Half Day, had the sword specially made for me when he sent me out into the world. He said a broad sword was the only fit weapon for a knight—never mind the fact that I’m perhaps half his size. Anyway, it seemed rude to return home without it. I had failed utterly as Sir Bradagast’s squire. I wasn’t sure what my calling was, but I’m no knight, despite Sir Gavin’s fond hopes. Bradagast gave me as much of a trial as he had the patience for, but he said that in the end blood would tell, and unfortunately I hadn’t enough of my by Catherine Brennan father’s. Apparently he had forgotten that no one was supposed to know who my father was. Bradagast even kept the horse I’d been using while I served as his squire. No one ever accused him of being generous with those below his station. So I was crunching through the ice-coated grasses on foot, trying to come up with an explanation for why I had no horse, when I topped a rise and saw the orchards of Half Day below. It was breathtaking, though the farmers would curse me for saying that. There’s nothing worse than the weight of an ice coating for damaging fruit trees. Just then the clouds broke and a shaft of sunlight shone down, making the apple and pear trees—and the pines that shielded them—sparkle like diamonds. A wind came up, and clouds covered the sky again. It looked like the White Wiz- ard was about to unleash more bad weather. Maybe just snow, but probably more of the freezing rain that had made my trip from Miles Cross so damned unpleasant. Half Day was just through those trees, with Sir Gavin’s manor on the far side of the cottages. Lady Elaine, Sir Gavin’s wife, would not be pleased to see me, but she wouldn’t deny me hospitality, especially on Midwinter Eve. Noblesse oblige, after all. And I would have to forget my dislike of her, if only temporarily. For now, I needed shelter. The village was quiet except for the wind and sleet. Behind shuttered windows, the glow of hearth fires strug- gled against the early gloom. One cottage, dark as a crypt, stood out from the others. It was my mother’s house, abandoned for twelve years since the day Sir Gavin had come and taken me off to foster at his manor. I’d hated it at Sir Gavin’s. Oh, he’d been kind enough to me, in his preoccupied way, but Lady Elaine made my life a misery. Three days after I was taken to the manor house, I crept away from my studies to see my mother. The house was empty. I asked the nearest neighbor where Mother was, and was told that she’d simply disappeared the day after I went to Sir Gavin’s. She told no one where she was going. I feared some harm must have come to her and sought Illustrations by Larry Smith out Sir Gavin, begging him to organize a search. He just patted me awkwardly on the shoulder. “She’s all right,” he

DRAGON 73 said. “But she won’t be back. Best if you forget her.” nose went higher into the air. An icy pellet on my cheek brought me back to myself. “How have you been getting on with Bradagast, my The storm that had been threatening broke out in full boy?” Sir Gavin motioned me to take the seat Lady force. The White Wizards was at his most wrathful; ice Elaine had just forsaken. Lady Elaine hovered near the hurtled earthward as if shot from thousands of bows. I door, obviously listening. hurried to Sir Gavin’s house. A demon possessed me at that moment; otherwise I Thomas, the old steward, looked none too pleased to might have tried to prepare him for the unpleasant truth. see me. But with his unlovely wife there, I just couldn’t do it. “Well, uh, how you been keeping, Reynard?” “Wonderfully,” I told him. “I saved Sir Bradagast’s life “Tolerably, Thomas,” I said. “May I come in?” so many times that he finally decided I was ready for “I—yes, surely.” He eyed me uncertainly. “I’ll tell the knighthood. I told him I’d rather you knighted me.” I saw mistress you’re here.” Lady Elaine still at the door and let my demon say a bit “Do me a favor, Tom,” I said, digging in my pouch for more. “After all, you’ve been like a father to me, sir.” my last gold sovereign. His rheumy eyes gleamed as I “Yes, quite.” Sir Gavin glanced wifeward and cleared fished around, finally feeling its satisfying weight among his throat. “Here, let me pour you some wine, Reynard.” the coppers and two thin silvers that comprised all my Lady Elaine left, in a dignified sweep of gown. I wealth. I placed the sovereign in his palm. “Take me to watched the door close behind her and turned back to look the master instead.” at Sir Gavin. “Good idea, sir.” He winked at me. I was not too sur- “Now, tell me how you saved Bradagast’s life,” he said. prised at my sudden elevation in status. “The mistress is I cleared my throat, wondering how best to tell him the powerful busy, what with the fete tonight.” truth. Now that his wife was gone, there was no excuse for “Fete?” I followed him to the library. deceiving him. Gavin set down the bottle and handed a “Yes. The pageant’s tonight, sir. Surely you remember?” glass to me. “He’s not getting any younger, is he?” I did remember, then. Every Midwinter Eve, the vil- “Who?” lagers presented a seasonal entertainment for Sir Gavin “Bradagast, of course.” Gavin smiled at me, the fur- and his family, much as Rosalinda’s Players do for the rows around his blue eyes reminding me that he, too, was Duke of Bay Town. The production is not in the same no longer young. league, of course, but Half Day is a much smaller place, I couldn’t disappoint him then. “It was nothing,” I and Sir Gavin hasn’t the funds to support real actors. mumbled. After the pageant, Sir Gavin always gave small gifts to “Don’t be so modest, Reynard,” he said. “Give me the villagers. Refreshments were provided by Lady something to tell Elaine. She’s always believed you’d Elaine. She must be supervising their preparation. come to nothing.” “Well, then, I’ve arrived just in time.” I believe I suc- Gavin’s statement made me lose my weak grasp on hon- ceeded in sounding jovial, though the last thing I wanted esty Perhaps he had meant for it to. I suspected he didn’t at that moment was to mingle with the folk of Half Day. want to know the truth, if it meant learning that I wasn’t the Tom knocked on the library door. A voice from within warrior he wanted me to be. Well, it would be at least spring said, “Enter.” before he could learn the truth. By that time I could surely I waited in the hall. Tom went in and said, “Young decide what to do with myself, and my plans would not Reynard has returned.” include living in Half Day. So I told Sir Gavin a few tales of “Oh, Daghlu!” The oath was uttered in a sharp, femi- Bradagast’s prowess, making myself the hero. nine voice. Lady Elaine was no fonder of me now than she had been when I was under her care. “Are you going to I was Sir Gavin’s guest of honor at the pageant. It was let that liar back in?” easier than I expected. All I had to do was look modest She had been anxious to see me given as a squire; I had while Sir Gavin recounted my brave deeds. As I had once made the mistake of claiming Sir Gavin as my father. thought, my knightly attire went a long way toward evok- From then on, she referred to me as “that liar,” and ing respect from the villagers. Men who’d beaten me to a couldn’t get me out of her house fast enough. I promise bloody pulp when we were children now touched the rims you, I have gained some finesse since then, but how could of their rough woolen caps to me. Even Big Elmo, the Lady Elaine have known? smith’s son, had the wit to seem respectful, as though he “Now, dear,” Sir Gavin said. “Remember the season. hadn’t defeated me several dozen times in my youth. Show him in, Thomas.” The pageant was like two score others that were being Tom motioned me in. The library was as I remembered held throughout Faland that night. Some foolery, some it. There were a few books, well tended but in no danger dancing, some pantomime—all quite amateurish. No of having their spines damaged. Numerous hunting doubt Rosalinda’s Players could do better in their sleep. trophies—bear, boar, deer—were given more pride of The highlight of the evening was always the pantomime place. Sir Gavin and Lady Elaine sat before a crackling of Kieran and the White Wizard. I was looking forward to fire, but when she saw me, the lady rose. it, anticipating Kieran’s clever defeat of the White Wizard “Well,” she said, “I have much to do. I know you will and the scanty linen gowns that the torch-bearing maidens excuse me, Reynard.” wear at the end as they lead out the Spring Child. I had “Yes, my Lady.” I bowed, adding a little flourish I had played that part myself—the Spring Child, that is—when seen Sir Bradagast use on formal occasions. My elegance I was about seven, and I always enjoyed seeing who they found no favor with Lady Elaine. If anything, her thin chose to play it in later years. But that evening, we did not

74 DECEMBER 1994 see the usual version of the legend. “No, sir,” I said. Kieran—not the usual clever youth, but Sir Kieran in this Suddenly I became uncomfortably aware that he was version —was played by Big Elmo wearing pots and pans to staring at me. Lady Elaine smiled evilly and said, “It signify armor. The White Wizard, garbed in white with might be just the quest to prove his worth!” black and silver trim, was played to unusually sinister effect “What?” I said, stupidly. by Half Day’s master beekeeper. The elderly village cleric, “Capital idea, my dear!” Sir Gavin beamed. “What do who usually played the White Wizard, had apparently been you say, Reynard? You can ride out tomorrow and be confined to his bed with illness for several weeks. back in time to be knighted on Ground Hog Day.” With Big Elmo as the hero, clever dexterity was no Tears gathered in his eyes, and he drew me to him and longer possible. Rather than defeating the White Wizard squeezed me until I nearly fainted from loss of breath. in a tiddlywinks match, Sir Kieran promised to slaughter Then he held me out at arm’s length and gazed at me Winter and bring perpetual summer. Winter, meanwhile, fondly. “I was knighted on Ground Hog Day myself, my was determinedly evil and vengeful, sending bitter winds boy. And to think of my own—” and freezing rain to punish the village and hamper A sharp cough from Lady Elaine interrupted his fervor. Kieran’s progress. “My own, uh, foster son being knighted on the same I wondered whether this new version of the legend had day! It warms me, my boy.” the cleric’s sanction. The old fellow had always said the In no time, the room hummed with the news that I White Wizard was not evil, but merely an instrument of would deliver the village from the wrath of the White Daghlu. “Daghlu hasn’t time to see to every detail in the Wizard. Since several of the linen-clad maidens came to world,” he’d say. “That’s why we have the Season Spirits discuss the rumor with me, I found that I did not mind and the Lords of the Elements. But even they are subject the rumor-spreading too much. to the All-Giver’s will.” I was accepting some hard cider when Sir Gavin clapped I glanced at Sir Gavin to see what he thought of the me on the back and suggested that we leave the villagers to villager’s revision of the traditional tale. His cheery ex- their merriment. I tried to convince him that he ought to let pression had vanished. Lady Elaine had grown frosty as me stay for a while, but he wouldn’t hear of it. well. I couldn’t blame them; this new version was no im- “No, my boy, tonight you must make a vigil. It’s not provement over the old. yet midnight, but you’ll want to begin your fasting and True to his promise, Sir Kieran killed his foe in an praying soon. The portrait gallery will be just the place. amazing combat during which the White Wizard pulled Inspiring, all those ancestors looking down. That’s where all sorts of improbable things from his sleeves and out of I made my vigil, you know.” the air, all done with visible strings and pulleys, sad to say. I was sorely vexed at that. I don’t know if it was more I’m afraid seeing Rosalinda’s Players perform in Miles from the annoyance of being forced to part from a particular- Cross has forever spoiled amateur theatricals for me. ly sweet little brown-haired maiden, or from countless past Finally, with one mighty thrust of his sword, Kieran injuries, but I said, “Those are your ancestors, sir. Surely wounded the White Wizard fatally in the armpit. When you’ll allow me to choose a place more meaningful to me.” Winter finally stopped milking his death scene, our rustic He just looked at me for several moments. Lady Elaine Sir Kieran placed his foot on the villain’s throat and stared as if she could not believe my presumption. Then, claimed victory. No flower-draped child came out as as her husband seemed incapable of speech, she said, Spring, though the torch-bearing maidens were still in “Where might that be?” evidence. Tampering with tradition only goes so far, and “In my mother’s house.” I looked at Lady Elaine. Her apparently I wasn’t the only one who would have been mouth worked indignantly for several moments but noth- annoyed had the maidens been absent. ing came out. I bowed to Sir Gavin, then turned and I was so relieved it was over that I clapped quite enthu- walked from the hall. siastically at the end. The cleric had seen none of it, so it The storm was over; a full moon brought a luster to the seemed safe to show the maidens my appreciation. It took glazed village. I took a deep breath and congratulated me several seconds to realize that Sir Gavin and Lady myself on my presence of mind. Staying at the old cottage Elaine were uncharacteristically restrained, would give me a chance to get some sleep instead of wear- “Didn’t you care for it, sir?” ing myself out praying and fasting before the journey. “A blatant attempt to embarrass me into action,” Sir Not that I intended to challenge the White Wizard, of Gavin said through clenched teeth. “As if I could ride out course. I had no more interest in interfering in magical or to challenge the White Wizard. At my age, and with this religious matters than had Sir Gavin. In the morning, I rheumatism.” would travel north until out of sight of the village, then “Surely they don’t expect that, sir. The cleric would never double back and head for warmer climes. It was too bad I approve of your attacking a Season Spirit, would he?” wouldn’t be able to winter in Half Day, but perhaps Sir “Yes, well, you notice the cleric is conspicuously ab- Gavin would make me a nice little gift before I left, to ease sent,” Sir Gavin said glumly. “It’s clear even he is dis- my travel. mayed by the harshness of this winter. All this ice so early He would wonder what had happened, come Ground in the season—half a dozen of our fruit trees are already Hog Day. Perhaps he would mourn me as a lost hero, ruined. He hasn’t been able to sway the White Wizard dead in service to Half Day. I actually felt tears come to through prayer, so he’s told the peasants that a hero is my eyes, thinking how he would regret losing me on this needed. That’s why they made Kieran a knight, I’ll wa- ridiculous quest. But at least I would be a failed knight, ger. And do you see any other knights around here?” instead of “that liar.”

DRAGON 75 I pried the planks off the door of my mother’s cottage I called for him as I walked to the east, or what I as- with my broad sword, enjoying the thought of Sir Gavin’s sumed was east. I knew I had set up my tent just west of distress if he saw me using his gift that way. Then I the road, so if I walked straight out of my tent and crossed laughed aloud at myself—even as a man, I was only capa- the road, I would come to the stream eventually. ble of rebelling when there was no one to see me. The snow blew so thick I never knew when I crossed the The cottage was freezing. There was nothing in it save road, but I stumbled about for what seemed like an hour the dust and rot of a decade and a portrait of Sir Gavin’s before I finally realized that I was no closer to the stream father that hung above the hearth. I wrapped myself in than I had been when I started. Or if I was, I had no way my cloak and sought out the area that was most free of of knowing it. I hadn’t found my horse either, but if the drafts—a nook beside the hearth. Using my pack as a creature was still alive and had any brains, both of which pillow, I lay there, wishing I could sleep. were doubtful, he’d eventually find his way back to my camp. I’d best get back there myself; the snow was blow- I must have gotten my wish, for I woke to pounding. ing ferociously. My tent would provide some protection After a moment, I realized someone was at the door of the until the weather improved. cottage, and rose stiffly to open it. I made an about-face and followed my footprints back Sir Gavin stood there, outlined by the sparkling light until I reached a place where the snow filled them in. reflected from the ice on nearby trees. “May I come in?” After that, I could only hope I was traveling in the right “It’s your house, isn’t it?” I stepped aside and let him direction. I traveled somewhat longer than I had traveled enter. away from the camp before I began to get nervous. “Last night you said it was your mother’s.” I continued moving about in the blizzard, keeping up a “She’s been gone a long time.” I wondered if he would steady stream of self-abuse. I found I could castigate my- answer me now if I asked him about my mother. “I’m self with more ease than I could make any real progress. surprised you’ve let it stand empty so long.” Still, I kept on the move. My plight seemed only margin- He heard my indirect question. “It was a gift to her— ally grimmer when the gray light faded away, leaving me your mother. I thought she would want you to have it, so I in darkness and the deepening cold. waited to see if you’d want it.” Something flashed in the corner of my eye, and I I looked pointedly around the small cottage. “Not much turned to stare in that direction. I could just make out a of a house for a knight, is it?” distant light through the snow. I went toward the light as He turned away from me to stare at the portrait of his fast as I could stumble. As I drew nearer, I could see a father. “No. You wouldn’t want it if you were a knight. tower, perhaps twenty feet high. The light came from a But if that . . . failed . . .” window too high for me to reach from the ground. So he hadn’t been blind to my inadequacies after all. I walked around the base of the tower until I found a “If that failed,” I said coldly, “you thought I would be stout wooden door. I knocked, but there was no reply. I content to come back and tend your orchards and your pushed the door open a few inches. A chime sounded as I fields. Well I won’t, I promise you!” And with that I squeezed inside. I froze and looked around. Light flick- stalked from the cottage. ered in a square opening in the ceiling. The floor was Out in the yard a fine roan stallion, saddled and laden covered with straw, and I could hear horses snorting and with packs, stood next to Sir Gavin’s gray. There was a the lowing of a cow. I could make out three stalls in the going-away present for me after all. I sprang into the far right corner. The wall opposite the one with the ani- saddle and was off before Sir Gavin could stop me. mals was lined with casks and large sacks. I stepped further into the room. The casks and sacks I was two days north of Half Day before I came to my were filled with ale, flour, and other foodstuffs, as I had senses. I set up camp in a howling storm that my tent was suspected. Snow blew in through a few cracks, but on the unable to fully shut out. What could I have been thinking whole, the barn level of the tower provided better shelter of, riding toward the White Wizard’s domain, and in the than I’d had since I left Half Day. I had no bedroll, but I garb of a knight? I far more resembled the clever youth of found some horse blankets and straw. the real legend than I did the warrior of Half Day’s man- The only way I saw to the upper story of the tower was gled version. At least, I did when I was thinking straight. through the square hole in the ceiling. Bradagast would Once I’d had time to consider, I realized that any clever never have left the rest of the tower unexplored before youth worth his salt would stay as far away from the White bedding down, but I decided not to bother with it. I saw Wizard as possible, especially as the White Wizard’s rage no ladder, for one thing. The tower’s owner must have grew more fearsome the farther north I traveled. pulled it up for the night, leading me to believe that he Well, I couldn’t leave in the dark after a full day’s trav- was now asleep. The light that drew me here must have el. But first thing in the morning, I’d head back south, been from a hearth fire. I’d stay quiet below him and be steering clear of Half Day. gone before he stirred in the morning. I hadn’t reckoned on the treachery of my horse. When I I’d just settled into an empty stall when I heard a muf- awoke the next morning, I saw that he’d broken his teth- fled shout. I couldn’t make out all of it, but I definitely er. He was nowhere to be seen, and the blowing snow heard “Help!” repeated several times. The shouts issued covered any tracks he might have left. Luckily, there was a from the square hole overhead. I don’t know how the stream that roughly paralleled the road to the east of my tower’s resident knew I was there, but I couldn’t ignore camp; I’d watered the horse there several times during the the plea. How could I get up there, though? journey. With any luck, he’d be somewhere near it. I could just make out a plank at the edge of the square

76 DECEMBER 1994 hole overhead, which might be a ladder. I looked about the stable, hoping to see something that might help me pull it down. Finally, in a corner, I found an old sledge runner. The curved end just might hook onto one of the ladder rungs and allow me to ease it down through the hole. I pulled the runner under the opening, lifted it parallel to my body and then heaved it up through the hole, moving it around until I felt it hook against some- thing that I hoped was the first rung of the ladder. I strained at the runner until whatever I had hooked ap- peared in the opening. It was a ladder. I pulled, maneu- vering the end through the hole, and promptly lost control of my burden. The ladder hurtled through the hole, land- ing with an echoing “thunk!” on the stable floor. I climbed up. To my left, a heavy black velvet drapery, embroidered in silver thread with mysterious symbols, hung in a wide doorway I had no desire to accost a . I looked to see if there was anything else on this level and saw a bound wooden door roughly opposite the curtain. I was about to look through that door when another yell rent the stillness. It came from behind the curtain. I drew a deep breath, pulled the curtain aside, and stepped through. I let the curtain fall behind me and shivered. At first I thought it was from fear. Then I realized it was nearly as cold in this room as it was outside. A moonlike globe floated below the center of the ceiling, illuminating the room palely. A cluttered bookshelf jutted out from the wall to the left. On the right wall hung a map, with an irregular portion framed by red tacked-up ribbon. The center of the room was dominated by a huge table with a black box on top. A thick gray cloud hovered over the box. On the floor against the bookshelf lay a snoring, blanket-swathed man. I could smell the ale on him from where I stood. “Don’t die on me now, dammit!” A querulous tenor voice, vibrant with anger, issued suddenly from behind the box. I nearly jumped out of my skin; a shriek escaped me without my meaning it to. “So, Festus, have you finally decided to wake up? Well, you’ve ruined it.” As he spoke, the cloud grew thinner and started to disperse in a line mist. The speaker contin- ued. “This time I mean it—no more ale for you when I’m doing a blizzard. Now bring me the sprinkling can.” I reached behind myself, searching for the opening in the curtain. “Festus!” The owner of the voice peered around the box. He proved to be a small gray-haired man swathed in bushy white furs. Frost clung to his eyebrows and mus- tache. He stared at me. “You’re not Festus.” “No. He’s, uh—” I pointed inarticulately at the sleeper in front of the shelves. The old man looked where I had indicated and snorted, “Still sleeping it off. Who the hell are you?” “A traveler, seeking shelter from the storm,” I said. It seemed the safest answer. “Wonderful!” The old man looked disgusted. “It’s not enough I have to work in a moldy cow byre. Now I have to put up with whoever chooses to disturb me.” He looked heavenward. “What have I done to deserve this?” “I’m sorry I disturbed you,” I said. “I’ll go.” “No, you might as well make yourself useful.” He waved

DRAGON 77 his hand toward the shelves. “Fill up the sprinkling can and you very much, I’m sure. Now get out!” bring it here.” He disappeared behind the black box. “Please,” I said. “I can’t go out in this storm. You I went to the shelf and searched. Finally I came across a don’t realize, being the Lord of Winter, how hard it is on bronze watering can. I broke the film of ice on top of the mere humans.” water in a barrel I found in a far corner, filled the can, “Haw! Haw!” the old man laughed. “What do you and brought it to the old man. suppose I’m made out of? Icicles? I’m as human as you.” He mumbled unintelligibly, waving his arms in front of “You are? I thought you were a—” I stopped myself. the black box. I could now see he was facing the fourth “Don’t tell me—a supernatural being,” he said, wearily. side, which was open. Inside the box were small rolling “It’s what I thought White Wizards were, myself, once.” hills covered with ice-coated grasses the thickness of hairs. “Excuse me.” I realized then how little I knew of how A trail wound through the tiny landscape, as did a rushing Daghlu chose to parcel out the powers he shared with stream, which ended abruptly at the black wall of the box. others. “But if you’re not a demon or an angel, how do The old man continued to wave his arms but interrupt- you come by your powers?” ed his mumbling to say, “Well, come on! Sprinkle!” “They’re the whim of the All-Giver,” the old man said. I lifted the can uncertainly. “Given to me during a vision by some blazing apparition “Higher! And over the stage, you idiot, or the sky will I’ve never seen since. I don’t know what manner of crea- clear completely and I’ll have to start from scratch.” ture it was, though I tend to favor the ‘demon’ explana- I held the can higher and began to pour. The water, tion. No one else would show the utter lack of conscience when it reached the top of the box, misted and formed a that it did.” cloud, which thickened as I continued to pour. “Oh?” I was less interested in his explanation than I “Not so fast!” the old man growled. I pulled the can was in the fact that as long as he kept talking, he wouldn’t back, slowing the flow to a trickle. throw me out. I couldn’t see down into the box past the cloud he and I “Yes,” he said. “The clerics at the temple in Falias were making, but it occurred to me that the landscape in the came to fetch me after staring at some fish guts or some box could easily be a replica for the outside terrain. Like it or such nonsense. They brought me to their temple, fed me a not, I was standing elbow to elbow with my nemesis. nasty liquid, and left me alone to be victimized by this “Sir?” I was surprised to hear my voice squeak. demon, or angel, or whatever it was. “What?” He spoke sharply and continued his gesturing. “It told me the job would be a true test of my artistry. It “Could you be—that is, are you the dread White never bothered to tell me how despised I’d be. The Spring Wizard?” Child, Green King, Autumn Crone—they all receive The old man’s mouth dropped open. “Dread—well, I acclaim for the beauty of their work. No one appreciates like that! Damned peasant! I—” He looked at his cloud, what I’m doing. Instead they curse me.” which once again had started to fizzle. “Oh, I give up!” “Surely you suspected they’d act that way?” I said. “If He waved the back of his hand at the box and threw him- you’re human yourself, you know how hard winter is on self into a threadbare armchair. people.” I had stopped pouring and drew myself up to my full “I suppose.” The old man nodded glumly. “But I height at his insult. “Sir! I am no peasant but am fulfilling thought if I did really beautiful work, I might work up to my knighthood quest. I was sent to—” Then it occurred a different season. So last year and this, I’ve been creating to me that I wasn’t sure how I ought to deal with the old masterpieces, if I do say so myself. I’ve even prayed, on man. “Would you care to play tiddlywinks?” the chance that the creature who appeared to me was The old man hooted. “Oh, ho, so that’s what you’re actually Daghlu. I asked it to consider the depth and about! You’ve seen too many Midwinter pageants, young breadth of my work, and think about giving me a chance man. I don’t play tiddlywinks. Maybe some former White with Autumn, at the very least. But I’ve heard nothing!” Wizard did.” “That’s awful,” I said. “Is there no way you can escape I was at a loss as to how to proceed. I didn’t want to this slavery?” challenge the old man to combat, but as long as I was “I could just leave. The being told me that the last here, I ought to at least try to fulfill my quest. Perhaps he White Wizard did,” said the old man. “But at least here was susceptible to reason. I’m cared for. By only one drunken servant, it’s true . . . “Sir, I have been sent by the village of Half Day. Your Did you know the Green King has an entire palace with storms are destroying their orchards.” courtiers and ladies and—” “You—you—” the old man, pale with rage, was shak- “Shameful,” I interrupted. I was not interested in the ing a linger in my face. “You are a peasant! What do I particulars of the old man’s dissatisfaction. I was inter- care about your damned orchards?” He stood suddenly, ested in the fact that I might fulfill my “knighthood nearly knocking me down, and stormed to the wall map. quest” after all, if I played this situation skillfully. “As He tore the red ribbon from the map and re-tacked it long as you have no prospects of improving your situa- around a smaller area farther to the south. tion, why don’t you have pity on the poor people who The landscape in the box seemed to flow together, then must suffer these winters?” changed shape. I could clearly see a miniature version of “You peasant!” The old man flung his favorite epithet Half Day, surrounded by sparkling trees. It was even at me again. “I have some pride in my work, after all. more fairylike than I had remembered from a few days Should I abandon all my artistic integrity to make some earlier. “It’s beautiful,” I said. ignorant fools happy?” “Well . . .” The old man’s expression softened. “Thank I’d had about enough of his ego, and was about to tell

78 DECEMBER 1994

him what I thought of him, but I stopped myself in time. next year’s won’t be half as good. We can’t take in an- It would do no good to stoke his anger. other mouth right now. Especially since you’ll never get “You’ve always been an artist, haven’t you?” I asked. any work out of him.” “Even before the clerics found you. What did you do “But, Elaine,” Sir Gavin protested. “We can’t turn him before you became the White Wizard?” out, even if he isn’t the White Wizard. The weather—” “I was a painter. Came up from nothing, too. Started “Hasn’t been all that bad, the last few days,” she said. out decorating the houses of well-to-do freemen, and then “If he hurries, he can make it to Miles Cross. They may I worked up to doing murals in some of the finest build- have more to spare.” ings in the land. Do you know the Duke of Falias? I paint- “He can’t hurry. He’s an old man!” I clenched my fists ed the mural in his Hall of Justice,” the old man said. to contain my anger. “He can stay in my mother’s cottage I smiled to myself. I had finally figured out what the old and I’ll work for both of us.” man might respond to. “It’s a shame no one appreciates Sir Gavin looked up in surprise. “You said you’d your work. If people could only see—” never—” The old man interrupted. “They see it all the time. “I made him a promise! I may only be your bastard, Their appreciation is so fulsome that they send would-be but my word is as good as yours.” I looked at Lady knights up here to try to pummel me into submission.” Elaine, then back at him. “Perhaps better.” “No, they need to see your work in surroundings they I stormed from the library and out the front door—a can appreciate.” That was a bit risky. After all, presum- repeat of my dramatic exit from Half Day four days ably the old man hadn’t been able to resist the idea of earlier—and fell flat on my backside. The flagstones were having the whole world as his canvas. But I plunged on still coated with ice. I shook my head, which felt as if it with my suggestion anyway. “You could find a place any- were being stung with needles. It didn’t help much. Then where, with your talents. Why not leave this place and I realized I was being stung. The sleet had returned, more take a chance?” fiercely than ever. “No thanks,” the old man said. “I’ve seen how artists I made my way to my mother’s cottage. The sledge are treated, out in the larger world. I’d freeze in some stood before it, where the old man and I had left it before garret.” presenting ourselves to Sir Gavin. I heard mumbling “I’ll see you don’t freeze or starve.” I tried not to think issuing from behind it. The old man was standing before of how reckless I was to make the promise. “It’s not much the back of the wagon. He’d pulled back a canvas and was of a gamble. After being the White Wizard, you have looking into a black box— the same one I’d seen in his gained abilities only dreamed of by those others who call workshop. And the map from his workshop was tacked up themselves artists.” on the inside of the wagon. “It’s true, my art has reached heights I never would “What are you doing? If Daghlu or his priests find you have suspected in my youth,” the old man mused. “Still, with that—” how much of that is due to the magical means at my “No one ever said I had to stay in that godforsaken tow- disposal—my stage and my map?” er,” he said. “I can be the White Wizard wherever I am.” I tried to soothe him. “One’s materials are only the “But you’re ruining any chance you have of settling smallest part of one’s artistry, don’t you think? After all, here,” I said. “Why?” Daghlu chose you, out of all the available artists, to be- “I told you I didn’t like it here,” he said, not at all con- come the White Wizard.” trite. “Even are peasants. You’d better find me He swallowed it. “That’s true.” something else or I’ll bury this region so deep it’ll take till “So you’ll come with me?” I asked. August to dig it out.” The old man sat lost in thought for several moments. “That’s blackmail,” I said. Then a crafty expression came into his face. “Very well. The old man shrugged. “You’ll think of something. You I’ll pack the sledge tonight and we’ll leave at first light.” won’t last long here anyway. Your father thinks you’re a knight, and his wife thinks you’re a villain, and as far as I The return trip was far quicker than my bumbling journey can see, you’re neither. Why don’t you try to think of north, partly because the old man knew where we were go- some place you’ll find congenial? I imagine I’ll be happy ing and partly because the weather was much better. We there as well.” arrived in only one—albeit very long—day of travel. “It’s easy to see you’ve been out of touch,” I said. Unfortunately, our arrival in Half Day was not as tri- “Every place is pretty much like another in Faland. I have umphal as I’d hoped. Sir Gavin seemed, at first, ready to my choice to remain here or go elsewhere, but the work believe me—despite his unflattering surprise at my return. will be the same. I’ll have the honor of being a serf to But it took Lady Elaine all of five minutes to convince him some great or minor lord. I’ve already proved I’m no that I was lying. knight, no matter who my father is.” “He’s just a scrawny old man,” she scoffed, pointing at “He’s not much of a knight either,” the old man said. the White Wizard. I saw that she had a point—he was old “He’s no monster-slayer, for which you should be grate- and scrawny. And away from his workshop, there was no ful!” I retorted. “Otherwise, you and I wouldn’t be hav- way I could convince anyone of his powers. ing this conversation.” “Say something,” I said to him, hoping he’d know how “Perhaps,” said the old man. He sat in thoughtful si- to convince them. He shrugged, and left. lence for what seemed like minutes before he spoke again. I was considering trying to catch up to him when Lady “What about religious life? Clerics aren’t wealthy, but Elaine spoke. “Last year’s harvest was the worst yet, and they’re comfortable enough, and they have more power

80 DECEMBER 1994

even than the nobles, in some situations.” knight, taking things by force. Besides, the law’s on the I shook my head. “I haven’t the necessary piety, I’m other side.” afraid. Otherwise, I’d never have come to see you, legend “Well, I give up! If you won’t work or learn a trade, or no.” and you’re not honest enough to take up thievery, there’s “I thought you found me by accident.” no point in this discussion. The only thing you’re fit for is “Well, yes, but I don’t think I really believed in you. to be an actor.” Otherwise, I’d have taken the whole quest a great deal I stared at him. “Old man, you have just given me the more seriously.” answer.” “And been mightily disappointed.” He was right, of “Don’t be ridiculous. No one makes a living playing in course. He looked more like some peasant’s demented the pageants.” grandfather than the White Wizard. He stroked his weedy “That’s not entirely true,” I said, thinking of Rosalinda’s beard. “If only you had a craft. You’d be welcome any- Players. During my time with Sir Bradagast, I couldn’t help where and be assured of a living.” but notice that certain high-ranked lords chose to celebrate “Please. Hunching over some cobbler’s bench or sweat- some of the major holidays several weeks early or late, so ing over a smithy would be my idea of hell.” that they could have Rosalinda’s Players provide the enter- “Surely you know how to do something!” He was clear- tainment. Even the Duke of Falias had his Midwinter pag- ly exasperated. eant early this year, I was told, so that Rosalinda could “Lady Elaine says the only thing I do well is lying. Not perform for him and still return to Bay Town in time to that there’s any way a man can support himself by lying.” perform for her own patron. “I wouldn’t say that.” His eyes twinkled. “Until I built My good deed in taking the White Wizard away from up a clientele, I had to do a bit of scrambling. Being quick his tower was about to yield its rewards. I imagined Rosa- with my hands—and my tongue—was a great help.” linda regularly turned away discontented youths hoping to “How. . . quick?” I asked uneasily. join her troupe. But those youths didn’t have the White “Well, I lived in towns, of course. It was no large mat- Wizard on their side. All I had to do was have the old ter to pick up a bit of food or some paints or brushes when man demonstrate for her how much more realistic her I wouldn’t be able to pay for them until later.” winter pageants could be, and she would be begging us to “You were a thief? A con man?” join her. And if that didn’t work, I imagined the old “Don’t turn your nose up. Not as a vocation . . . just man’s penchant for extortion would serve us well. when necessary. And you will be, too, if you’re not willing “Come into my mother’s house.” I put my arm around to work like a good peasant.” the old man’s shoulder. “Let me tell you how we can “I’d rather not be a thief. It’s too much like being a make a living as actors.”

STATEMENT OF OWNERSHIP, MANAGEMENT AND CIRCULATION

Title of Publication: DRAGON® Magazine Date of filing: 30 September 1994 Publication No.: 0279-6848 No. of issues published annually: 12 Frequency of issue: Monthly Annual Subscription Price: $30.00 Complete Mailing Address of Known Office of Publication: DRAGON® Magazine, P.O. Box 111, Lake Geneva WI 53147 Complete Mailing Address of the Headquarters of General Business Offices of the Publisher: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Publisher: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Editor: Kim Mohan, P.O. Box 111, Lake Geneva WI 53147 Owner: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Lorraine D. Williams, P.O. Box 756, Lake Geneva WI 53147 Willard Martens, P.O. Box 756, Lake Geneva WI 53147 Known Bondholders, Mortgagees, and Other Security Holders Owning or Holding 1 Percent or More of Total Amount of Bonds, Mortgages or Other Securities: None

Average No. Copies Each Actual No. Copies Each Issue During Preceding Issue Published Nearest Extent and Nature of Circulation 12 Months to Filing Date Total No. Copies (Net Press Run) 79,232 76,641 Paid and/or Requested Circulation Sales through dealers and carriers 56,457 54,648 Mail Subscription 20,670 20,105 Total Paid and/or Requested Circulation 77,127 74,753 Free Distribution by Mail, Carrier or Other Means 134 352 Total Distribution 77,261 75,105 Copies Not Distributed Office use, left over, unaccounted, spoiled 1,487 1,536 Return from News Agents 484 0 TOTAL 79,232 76,641

I certify that the statements made by me above are correct and complete. Kim Mohan, Editor

82 DECEMBER 1994

by Skip Williams

If you have any questions on the games each round with the same limb is a special most devices). produced by TSR, Inc., “Sage Advice” will ability and not a normal attack mode. You are correct that the power Teleport answer them. In the United States and Other does not affect unwilling targets, Canada, write to: Sage Advice, DRAGON® Is it possible to use a ring of but the Teleport power allows the psioni- Magazine, P.O. Box 111, Lake Geneva WI shocking grasp to give a metal cist to teleport other creatures within her 53147, U.S.A. In Europe, write to: Sage weapon an electrical charge (by grasp if she spends enough PSPs. If the Advice, DRAGON Magazine, TSR Ltd., 120 running a wire from the ring to the creatures don’t want to go, they can use Church End, Cherry Hinton, Cambridge weapon) and inflict extra damage Time/Space Anchor to stay behind. Time/ CB1 3LB, United Kingdom. We are no with the weapon? Space Anchor works against Banishment longer able to make personal replies; Although this trick has been used in at and any other effect that is described as a please send no SASEs with your questions least one published adventure, there is no teleportation, check the power, spell, or (SASEs are being returned with writer’s reason why the DM has to allow it. The item description to be sure. Time/Space guidelines for the magazine). ring’s magic works when the character Anchor does not prevent teleportation into This month, the sage examines a few wearing it touches an opponent with the an area. spells, magical items, and psionic powers hand that the ring is on (the ring literally from the AD&D® 2nd Edition game and creates a magical joy-buzzer in the wear- Some of the half-dragons men- continues his look at the SPELLFIRE™ er’s palm). Hitting an opponent with a tioned back in DRAGON® issue #206 game. weapon linked to the ring by a wire is not (for the COUNCIL OF WYRMS™ set- the same as touching the opponent with ting) can have the dragon fear Recently, one of my players had the hand wearing the ring. Remember that power. Is this the same as a full his character cast the fourth-level magic does not work according to scien- dragon’s fear power? If so, how wizard spell polymorph self. The tific principles such as those that govern strong is it? character changed into a quickling the flow of electricity from a charged Half-dragon fear is just like dragon fear and the player announced that the object to grounded one. except that it has a limited number of uses character could now move a rate of each day, as noted in issue #206. Other- 96 and make three attacks each The Time/Space wise, the power is based on the half- round. Is that correct? Anchor is supposed to prevent the dragon’s age category. The power’s radius Not if you, the DM, don’t think it is. A user from being teleported against and strength is the same as the values quickling’s speed comes from its magically her will unless the opponent wins a given in COUNCIL OF WYRMS Book One, accelerated metabolism, and is not derived psychic contest. How do you con- table 4, page 15. purely from its physical form; therefore, it duct a psychic contest if the oppo- can be considered a form of special move- nent is not also a psionicist? Also, Over the years I’ve seen unique ment, which polymorph self does not the way I read the Teleportation magical weapons and spell effects bestow (see the spell description, PHB power, a psionicist can’t teleport that are supposed to be treated as page 161). While polymorph self bestows another character by force. What’s magical weapons for determining the assumed form’s attack mode, a quick- up? Also, can Time/Space Anchor what types of creatures they can ling’s multiple attacks also stem from its defeat the Banishment power? Can harm, but that have no actual bo- incredible metabolism. A character who it prevent something from teleport- nuses. Does this mean that the items has assumed quickling form can use a ing into an area? and spell effects in question are +0 quickling’s attack modes (weapon attacks Conduct the psychic contest between weapons? I have never seen a crea- or unarmed combat), but only at the rate the psionicist’s Time/Space Anchor power ture that is effected only by +0 or normally allowed to the character. score and the opponent’s power score. If better weapons. Are these weapons In general, the DM should look askance the opponent has no power score, use the and spells effective against all crea- (consider special) at any nonflying move- opponent’s Intelligence score instead. If tures? ment rate of greater than 24 or flying the opponent is a magical device (such as a Generally, an item that is equivalent to a movement rate of greater than 36. Like- teleportation chamber) the DM must as- magical weapon is treated as + 1 even wise, the ability to attack more than once sign a value (12 is a good base value for though it grants no bonuses. However, you

84 DECEMBER 1994 should check the item or spell description How long does the effect of Johy- for exceptions; the flame blade spell, for dee’s mask (#218) last? When can the example, is not treated as a magical weap- holder choose a new power to copy? on, but affects all forms of undead. The mask works only during battles, and the effect lasts the entire battle. The Do spells such as energy drain masks owner cannot choose a new power from the PHB and rift (from the to copy between rounds. If the champion book, page 110) affect whose power is being copied is taken out mummies? I know that mummies of play for any reason the mask’s owner are undead creatures, but they have can select a new power to copy even dur- a connection to the Positive Material ing a single battle. Discarded champions Plane instead of the Negative Materi- are not in play and the mask cannot copy al Plane. How about psionic powers their powers. such as Death Field and Life Draining? At what point in a round is a rod Mummies are dead and cannot be of shapechange (#93) used? drained of life energy (lose levels or hit It is used just before a battle is declared. dice) by any means. The player selects a discarded champion, then selects a realm to attack with that A frost brand sword has a 50% champion. chance to extinguish any fire its blade is thrust into, but the ability What exactly does it mean when a has a 10’ radius. Does this mean a card says the caster or user may character holding the sword can try ignore undead? to extinguish a flame just by getting When under the effects of this card, within 10’ of it? Does this mean that attacking or defending undead are totally there is a chance that every candle, negated—just as if they weren’t in play. torch, and lantern within 10’ of the This would allow an attacker to raze a sword will go out when this power realm if only undead champions protected is used? What happens if the sword it. This also would allow a defender to be is simply carried through a fire totally immune to the levels of an undead without being thrust into it? champion or the level-raising effects of The item description (DMG, page 185) undead allies. says the sword has a chance to extinguish any flame into which the blade is thrust. How is the permanent ally from That leads me to suggest that the blade the Grak’s Pool holding (#243) sup- must at least touch a fire before it can be posed to work? extinguished. The DM probably should Whenever a champion goes out to fight require the wielder to deliberately stick for the realm that Grak’s Pool is attached the sword into a flame and activate the to, that champion has a +5 ally attached power, which is usable once a round. to it. No matter how many rounds of bat- The 10’ radius defines exactly how big a tle go on, Grak’s Pool automatically pro- fire the sword can quench at once. If vides a + 5 ally for each champion. there are a dozen small fires in the radius, However, if the attacker has an item, only one can be extinguished each round. event, or spell that gets rid of allies the If the fire is bigger than a 10’ radius it ally from Grak’s Pool also is gone for that might spread right back into the area, round. depending on how combustible the materi- al in the area is. I strongly suggest that At what point is the card drawn to you define an individual fire as one that defend North Ledopolus (#229)? has a fuel source not shared by any other The card seems pretty clear to me. It fire. So, for example, a pile of seven logs says “One card can be drawn and played burning in a fireplace counts as one fire, immediately in defense of the attached but seven candles all set in a row are realm.” When the attacker declares he is seven different fires. assaulting the realm attached to North Ledopolus, the defender draws a card. If it How much weight can a pair of is a spell and the defender doesn’t have a winged boots lift? spell-casting champion, the card can still I suggest 294 to 560 lbs. (280 + 1d20 × 14), be used. If it is a card that can’t be used in just like boots of levitation. the battle, it goes in the player’s hand.

SPELLFIRE™ game questions South Ledopolus (#230) can use How often is the defiler (#303) any ally as a defending champion. charged for casting spells? How do you decide what kind of When the defiler uses spells in one champion any particular ally is? round, a realm is razed or one holding is If a card creates (or functions as) a shuffled back into the draw pile, no mat- champion but doesn’t specify a type, it is ter how many spells she uses in that always a hero. round. Every round she uses at least one spell one of the player’s realms or holdings is affected.

DRAGON 85 If a champion casts animate dead The cup of Al’Akbar (#160) can be the discard pile by any event or card’s and loses the first round of battle used at the end of a player’s turn. special ability. and wins the second round is he When does the turn “end” for pur- then considered alive and normal poses of using the card? I understand that the new photo like other champions? The cup is used during step five of the cards have replaced 20 of the origi- Yes. turn sequence. Remember, the updated nal cards. Which 20 cards have gone rules (which were released in August) say away? Is a champion in play because of that events may not be taken back from The replacements are as follows: animate dead considered undead? No. Original card Photo card If Lolth (#166) is defeated, do her 143. Arms of Iuz 401. Discovery of Spellfire magical items and artifacts go into 68. Cleric of Gond 402. Magical Champion the draw pile with her? 179. Skulk 403. Traitor No, they are discarded. 238. Waverly 404. Chaos Shield 85. Hubadai 405. Slave Realm of Tunek Exactly what bonuses are counted 182. Zadoc 406. Phorbe’s Scrolls in determining a champion’s level 168. Mutiny! 407. Mercenary Gold for purposes of spells and events 97. Flameblade 408. Living Scroll that affect champions of a certain 399. Ancient Curse 409. Ren’s Bell of Death level or less? 178. Seragrimm the Just 410. The Labyrinth of Shuc All level-increasing cards count toward 197. Magical Barding 411. Annulus the champion’s level at the time the spell is 191. Griffon 412. Scroll of 7 Leagues cast or the event takes place. For example, 218. Johydee’s Mask 413. Map of Life a level 5 champion with a + 3 weapon and 239. Bodach 414. Supernatural Chill a +5 ally is a 13th level champion. 219. Helm of Teleportation 415. Map to a Mercenary Army 267. Chividal 416. Pit Trap! Can a feebleminded (#385) cleric or 326. Desert Warrior 417. Mind Flayer Lord wizard cast a dispel magic to negate 339. Invisibility 418. Aurak Draconian Lord the feeblemind? 345. Anti-Magic Shell 419. Chest of Many Things Not in that the same round of battle that 381. Phantasmal Killer 420. Ego Coin the feeblemind was cast. Note that the effect only lasts until the round ends, so there’s no need to dispel it.

86 DECEMBER 1994 * Magic, Jyhad, Legends, Fallen Empires and The Dark are registered trade marks of

Customizing your SPELLFIRE™ card decks

by Bruce Nesmith

I have a SPELLFIRE deck that currently before it had settled on the table. Sigh. Lay down any realm except Menzober- is undefeated in one-on-one play. I am not For this particular deck, I picked realms ranzan as your first realm. Since Menzo- so foolish as to say it is the best possible that would allow a defending champion to berranzan can be played at any time, it is deck, just a darn good one. I would love to cast wizard spells. I only found eight of a waste to make it the first realm played. hear from anyone that thinks she has a them. To round out my realms cards, I However, if the Rule of the Cosmos is in better deck. chose The Great Kingdom and Myth Dran- effect, play Menzoberranzan as soon as it I have built 11 SPELLFIRE decks so far. nor, both of which increase a player’s is drawn. Generally speaking, a realm that Soon I will be building two or three more. hand size. The Temple of Elemental Evil allows the defender to cast wizard spells My current SPELLFIRE decks incorporate allows me to draw three cards immedi- should be the first. the second edition photo cards (numbered ately. Every deck must have a Menzober- In all one-on-one SPELLFIRE games, 401-420) and the RAVENLOFT® SPELLFIRE ranzan realm card. I took two! It can be champions should be kept out of the pool cards. At the time I wrote this article, the played at any time, and is immune to as long as possible. Champions in the pool DRAGONLANCE® and new FORGOTTEN flyers. Tyr can defend itself and lets the are vulnerable to events and other bad REALMS® cards were not available. As player draw an extra card each turn. things. This deck has the potential to let a soon as they are, I am sure I will have to Nibenay must be razed twice. There were player keep 11 cards in his hand, which rebuild my “undefeated” deck (which will others, all designed for defense and to give should help. If Rule of the Cosmos is in most likely have been trounced by then). I me more card options. To further increase effect, play Midnight into the pool as soon would like to share with you my strategy defensive ability I included two Border as possible. for building this SPELLFIRE deck. Forts holdings, which prevent nonflyers This deck does have some weaknesses. Currently I have decks built on the from attacking. With so many wall spells in my deck (see following themes: FORGOTTEN REALMS Since I never intended to attack, I care- below), a deck of flying champions would & , FORGOTTEN REALMS fully choose my champions for their de- be hard to stop. There are hardly any & wizard cards, GREYHAWK® monster fensive abilities. I had a great deal of cards in the deck that affect enemy allies. cards, RAVENLOFT & ally cards, cleric, flexibility since my most of my realms An ally heavy deck also would do well hero, and ally cards, wizard cards, DARK would allow my champions to cast wizard against my deck. I have beaten an ally SUN® & ally cards, 20 cleric cards, flyer spells. I looked for monsters that could deck simply by being faster. However, I cards, and a “speed” deck of cards. A cast wizard spells, such as Karm the Black have yet to face a flyers deck. I am sure theme focuses the building on the task at Dragon and Strahd. Drizzt is mandatory that some day soon this deck will be beat- hand. It also makes sure that there are no for any deck. His ability to defend twice en. When that happens maybe I will tinker wasted efforts in his deck. before being discarded makes him invalu- with it to improve the card mix. Until My speed deck currently is undefeated. able. I had to have Gib Htimsen in the deck then, I will take on all challengers! It is tournament legal and works with the just for the name (you figure it out). The Rule of the Cosmos optional rule. The other champions have powerful immuni- Bruce Nesmith’s SPELLFIRE SPELLFIRE game is a building game that ties or punishing special powers. Speed Deck stresses defense. Therefore I focused this Events are always an important part of Realms: Barovia, Tyr, Menzoberranzan deck on defense and being able to lay out the deck. For this deck, I felt I must have (2), Evermeet, Invidia, Myth Drannor, my realms faster than anyone else at the two Caravan cards, a Cataclysm card, and Ravens Bluff, Nibenay, Thay, , table. To do this, I decided that I would a Labor of Legend card. The Caravans give Temple of Elemental Evil, , The have the maximum number of realms (15) me extra turns for speed, the Cataclysm Lands of Iuz, The Great Kingdom; and use champions that worked best on destroys someone else’s realm (no need for Holdings: Border Forts (2); defense. a messy attack), and the Labor of Legend Events: The Caravan (2), Cataclysm!, Offensive spells, magical items, and even allows me to rebuild a realm. Fast Talking! Discovery of SPELLFIRE, Map of Life, artifacts can be stopped by a wide variety eliminates everyone’s magical items and Calm, Solid Fog, Labor of Legend, Good of events, items, and champions. So I artifacts, and I don’t have any! Fortune, Fast Talking!; decided that I would have only defensive It’s not enough to build a good deck, you Champions: Karm the Black Dragon, spells and no magical items, artifacts, or also have to play it well. The foremost rule Halcyon, Amarill, , allies. Currently the only thing that can for this deck is “Do Not Attack.” Just have Fejyelsae, Drizzt Do’Urden, Gib Evets, Gib stop a defensive spell is the champion patience. If another player gets ahead, sit Htimsen, Alicia, Midnight Goddess of Magic; Midnight. It limited my choices considera- tight. Eventually a Caravan, Cataclysm, or Wizard spells: Wall of Stone (2), Wall bly, but there was a method to my mad- Map of Life event card will come up. Then of Iron (2), Wall of Force (2), Spell Turning ness. I did have a moment of weakness. I you will be in the lead. If the Map of Life (2), Blink (2), Rock to Mud (2), Dispel Magic decided to take a chance and put in one is played at the end of your turn, the (2), Enlarge, Shapechange (2); ally card, the Loup-Garou. The first time I other players will be unable to play realms Allies: Loup-Garou. used it, blew it out of the water on their turns.

88 DECEMBER 1994

90 DECEMBER 1994 You leave home to go to the game shop, own stereotype. For 1996, principal de- this game’s remarkable style, creativity, or your friends house, or just down to the signer Mark Rein-Hagen plans a new series and highly original magic system. Gamers corner convenience store—your thoughts of science-fiction RPGs called Centennium, who bypassed the MAGE game, perhaps drift—suddenly you’re there. Standing which takes a guardedly optimistic ap- because the Storyteller line’s overall grim- there blinking dully, you don’t remember proach quite different from the Storyteller ness does not suit them, should check it the journey or what you thought about. series. The company’s STREET FIGHTER* out in light of the new supplements. But You traveled on automatic—asleep. game, a fine introductory RPG, also shows first, a few words of warning: It happens to everyone. In fact, many a more upbeat tone. And the MAGE sup- 1. Like most White Wolf products, the philosophers through history, from Socra- port line, in contrast to its companion MAGE game line aims for sophisticated, tes and the Buddha 2,500 years ago down games, has established a genuinely positive even controversial content. Some products to George Gurdjieff and others in this role for its characters. include vulgar or profane language. Im- century, say that we all spend our lives, In White Wolfs contemporary “World of pressionable or easily offended gamers apart from a few sublime moments, Darkness,” vampires can aspire only to should look elsewhere. asleep. Moved by unexamined impulses, Golconda, a mystical freedom from the 2. The learning curve here rises steeply, blind to our most obvious character flaws, thirst for blood. Werewolves dread the not so much due to rules complexity (al- unable to direct our thoughts for even a looming environmental disaster called though the magic system calls for some minute, we live on automatic. Apocalypse. Wraiths, who start out dead study) as to the elaborate campaign back- Some people wake up. Intense concen- and get rapidly worse, may feel mixed fear ground. Expect to grapple with somewhat tration, powerful emotion, or faith trans- and longing for Transcendence, which esoteric concepts such as Paradox, Dy- figures these enlightened individuals. By takes them out of the game. Unlike these namic Essence, and Avatars. It may help to all accounts they live self-determined lives, gloomy types, mages fight for Ascension, study the other Storyteller games and strong, aware, and unbound by conven- enlightenment, for both the Awakened even the ARS MAGICA* game (formerly tion. Sometimes their visions reshape and Sleepers. They want to wake you up! published by White Wolf, now at Wizards society. Always the current power struc- Even the Technocracy aims at Ascension; of the Coast). Its “Mythic Europe” setting ture resists this change, for it has a vested in the recent support products, the bad gives the historical antecedents of the interest in keeping its citizens asleep. guys appear not so much malign as dan- MAGE game’s Traditions. Would-be Story- What could you do if you woke up? Folk gerously misguided. tellers should build up experience running and spiritual traditions in many cultures This marks a shift from the original other games before tackling this one. hold that you could perform magic. MAGE game. Rick Swan, in his review in 3. The MAGE game system is fearsomely In the gaming field, this idea finds its DRAGON® issue #202, observed that “the open-ended. If you can think of a spell, best expression in the 1993 entry in White White Wolf crew must have worn out a you can probably cast it. A player with the Wolfs Storyteller series of RPGs, Stewart thesaurus looking up synonyms for slightest tendency to abuse rules can Wieck’s MAGE: THE ASCENSION* game. ‘dreary’ and ‘desperate.’” The original wreck any story by Scene Two. But for Forget character classes, apprenticeship, game includes passages of optimism, but role-players with mature sensitivity and patron deities, wands, rings, and scrolls. In in general the mage player characters self-control, this line offers enormous the MAGE game, you’re a magician be- (PCs) are clearly outgunned. Dynamic but possibilities. Those with more interest in cause you woke up. Your Awakened force beset by enemies, they can win some stories than in rules hacking should find of will, trained in one of the game’s nine battles but are losing the Ascension War. these supplements, if not an Awakening Traditions, can reshape subjective reality The moderation of this approach began experience, at least a lot of fun. in ways that “Sleepers” can’t. With suffi- when, right at the game’s release at the cient rank in one or more of the nine 1993 GEN CON® Game Fair, White Wolf The Book of Shadows Spheres of magic, like Forces, Correspon- hired a new MAGE line editor. Phil Bruca- White Wolf $18 dence, and Entropy, you can do almost to, a writer and actor with extensive 208-page softcover book anything. Too bad the mysterious Technoc- credits in the WEREWOLF game line, was Writers: Emrey Barnes, Bill Bridges, Steve racy, whose Conventions control consen- probably the most harried man at the Brown, Phil Brucato, Brian Campbell, sus reality, resists your efforts to lead the convention, because he had to round up a Sam Chupp, Beth Fischi, Don Frew, world to Ascension. Your cabal has to vagabond mob of designers for the upcom- Dan Greenberg, William Hale, Harry protect its Chantry, collect Quintessence ing year’s MAGE products—after just three Heckel, Sam Inabinet, Darren and Tass, and watch out for Paradox spir- days on the job. Such a task would daunt McKeeman, Judith A. McLaughlin, Jim its and the deadly insanity called Quiet. even the Awakened, but Brucato did it, Moore, Kevin Murphy, John R. Robey, You knew it’s a White Wolf game just from and his first half-dozen MAGE supple- Kathleen Ryan, Steve Wieck, Ehrik all the capitalized words, right? The Stone ments play up a new tone, no less serious Winters, Teeuwyn Woodruff Mountain, Ga., company has reshaped the than the original but more compassionate Development: Phil Brucato field with its stylish, moody RPGs that em- and constructive. Cover photo: Larry Schnelli phasize a sort of sullen Generation X glam- “I’ve been here [at White Wolf] for a Illustrations: James Crabtree, Scott John- our. The other Storyteller games, * year,” Brucato said in mid-September, 1994. son, Matt Korteling, Robert MacNeill, and WEREWOLF*, have characters (and “I figure that year is the first act, and so Dan Smith, Joshua Gabriel Timbrook, sometimes players) as much as saying, “I’m far the play is going very well.” A decade Lawrence Allen Williams, Jeff Wright cooler than you ‘cause I’m doomed.” The of theater experience not only shows in ghostly stars of the latest Storyteller entry, his metaphors, it helps his design skills—“I If those listed aren’t enough, The Book the WRAITH: THE OBLIVION* game, even learned to focus on who people are and of Shadows credits six more writers with have an Angst score; they do have a sense of what made them that way.” He also listens additional material, “I will never again try humor down in Georgia. White Wolfs suc- carefully to player feedback: “An actor to coordinate 27 writers on one project,” cess has inspired many imitators, VAMPIRE who doesn’t pay attention to the audience says developer Brucato, his eyes glazed in players with a word processor, a dream, and won’t be an actor very long.” Brucato got a fearful recollection. Given its diverse ori- enough money to print an RPG about tragic lot of feedback at this year’s GEN CON gins, the MAGE game player’s guide shows immortals who walk among humanity but Game Fair, where the MAGE game’s popu- a wide variety of viewpoints, but remark- must conceal their powers. These new- larity surprised and gratified him. The ably consistent quality. comers have spirit, and with time some will MAGE seminar drew more people and One could review this huge compendium wake up and forge their own identities. lasted longer than any other White Wolf of rules and background simply by listing White Wolf itself, fiercely individual seminar. on its contents—new character merits and from the beginning, is not sticking to its White Wolfs fans already know about flaws, new rotes (spells) and talismans,

DRAGON 91 insights into each of the Traditions and imagination, induces a suitably magical campaign any home base exists as an Conventions, rules for martial arts and frame of mind, and, in this case, proves extension of the characters, albeit a vul- familiars and “Certamen” duels, plus im- enormously entertaining. (By excelling nerable one. Wise Storytellers and players portant clarifications of obscure concepts, herself in these parables, one of those 27 should regard the construction system in all of it well illustrated and indexed—but writers gained roundabout credit for her the same way as the character generation as the late Richard Nixon used to say, that work. Look in the index under “B” for system, as a tool to increase player in- would be wrong. Those who produced “Beth Fischi’s Kick-Ass Fiction.”) volvement in the campaign, develop scenic The Book of Shadows made it much better Unfortunately, all that great fiction is detail, and provoke story ideas. than it had to be, and so in respect for printed against gray-screened back- The Book of Chantries offers more than their achievement, let’s look more deeply grounds in a variety of distracting pat- a simple list of headquarters. Descriptions at how the book treats campaign issues. terns. It’s amazing that this unsightly of many nonplayer characters (NPCs) who This treatment shows how the MAGE graphic concept has survived through inhabit each sanctum, almost a roll call of game’s original manner has become more many MAGE products. Someone also must the world’s mages, amount to an outline of positive in its supplements. like absurd numbers of epigraphs and a complete campaign world with built-in Like the VAMPIRE game’s Clans, the doesn’t seem to care much about editing conflicts, Tradition organizations, and Traditions represent a range of pop- errors. White Wolf staffers are only start- recurring enemies. The supplement does a culture archetypal images of magicians: ing to pass disciple rank in the Sphere of good if unexciting job covering all this, and shamanic, hermetic (scholarly), ecstatic, Proofreading. many entries drop easily into an existing pagan; quasi-Christian mystics, quasi- Evaluation: The Book of Shadows is campaign. This is rare in a White Wolf Buddhist martial artists, Islamic assassins, essential to MAGE game players and Story- product; a Storyteller who wants a quick and even mad scientists. Like the Clans tellers alike. Its imagination, intense com- backdrop for an adventure, a quick and the WEREWOLF game’s Tribes, the mitment to story values, and subtle villain — a quick anything — can look in vain Traditions are quarrelsome and prone to messages of tolerance make it a pleasure through most MAGE game supplements. feuds. “To the calmer mind, each Path to read and a vital tool for understanding For instance, the brief scenario in this assumes some function in the balance of the game’s complex campaign world. book, “Harvest Time,” features a master creation. Most mages, however, are any- villain who has shown up in WEREWOLF thing but calm. With enlightenment comes The Book of Chantries scenarios. He just popped up again in the the certainty that each chosen road to White Wolf $18 recent adventure The Chaos Factor, tech- Ascension is the only right one; with this 182-page softcover book nically a MAGE product but actually a certainty comes conflict” (page 10). This Writers: Steven C. Brown, Phil Brucato, crossover adventure for three Storyteller makes for good stories. Still, it hardly and Robert Hatch games. If your group isn’t already well sounds positive yet. But compared to the Cover: Scott Hampton grounded in World of Darkness continuity, mages it details, The Book of Shadows Illustrations: Joshua Gabriel Timbrook, you might as well skip both these stories. shows a calmer, more tolerant mind. Larry MacDougall, Quinton Hoover, White Wolf doesn’t package freeze-dried Another comparison to the companion Drew Tucker, Lawrence Allen Williams, story ingredients, but instead (to belabor games is in order. The VAMPIRE game’s Craig Gelmore, Elliott, Andrew Robin- the metaphor) mixes them in a flavorful Clans are cynical politicos who indulge the son, Jeff Menges stew. The Storyteller should proceed most lurid vices and manipulate the carefully, because digesting it all takes “Herd” (humanity) with casual contempt— After the MAGE game’s release, White time, effort, and skill. (Skillful digestion? who are themselves pawns in the unknow- Wolf wisely gave priority to a book of Sorry, the metaphor got away from me.) able plots of those ancient vampires, the home bases, or “Chantries,” suitable for Noted in passing: In addition to a Methusalehs. The Tribes of the WERE- beginning cabals (player groups). Settings home base, many campaigns need a hang- WOLF game breed doomed warriors who in The Book of Chantries range from new, out, a place to pick up missions and glean despise humankind’s depredations of Gaia. weakly protected headquarters, which the information. In Digital Web by Daniel I like and respect both these games, but PCs can run themselves—including (brief- Greenberg, Harry Heckel, and Darren their basic conflicts admit no solutions. ly) one mobile Chantry in a 1978 Volkswa- McKeeman (reviewed by Rick Swan in After playing them, sometimes you feel gen van—to ancient and powerful DRAGON issue #211), the MAGE game such contempt for humanity, you want to other-dimensional Chantries harboring offers a creative watering hole: the Spy’s wash. In contrast, The Book of Shadows huge numbers of mages—notably Doisse- Demise, a haven in a virtual-reality uni- shows forth the virtues of self-discipline tep, a sprawling, Gormenghast-ly realm verse that’s “two microns wide and about and responsibility to Sleepers. All the where PCs become pawns in involuted and three astronomical units long.” Though Traditions share these, and even the Tech- self-destructive political infighting. Visit marred by the lack of a good introductory nocracy practices them, in its own mis- the lost City X in Peru, a Chicago mansion scenario, Digital Web shows potent guided view. Newly Awakened mages, haunted by three murdered children, a imagination. Its exciting slants on such as the PCs, bring new attitudes to old Laughing Rock that gives you power when cyberpunk-style netrunning and settling Tradition conflicts and introduce schism you tell it jokes, and—an unusual camp the electronic frontier offer long-term among the Conventions. Some of these touch—Skultos Island, home of 90-foot campaign use. By the way, the Spy’s De- mages strive not only for understanding apes. The supplement also offers Con- mise should look familiar to GEN CON (the perennial quest of the magician), but structs (headquarters) of the Technocracy, Game Fair attendees who have visited for mutual understanding. The World of as well as Labyrinths of the Nephandi, evil Milwaukee’s secret-agent theme bar called Shadows remains a daunting landscape; mages who consort with demons of the the Safe House. nonetheless, this compassion is refreshing. Deep Umbra. Evaluation: The Book of Chantries and Beyond issues of tone, The Book of The book also offers a Chantry its Companion location book, Digital Web, Shadows also saturates the reader with construction-point system, modeled on the provide important campaign resources for story. Nearly every section begins with a old headquarters rules from the I.C.E. skilled Storytellers. The Chantries work narrative, and much of the background ’ CHAMPIONS* role-playing not only as headquarters but as rich material consists entirely of parables. game. Players can buy the assets and sources of NPCs and creative story ideas. “Better . . . to delve into concepts like protection they like for their Chantry, Digital Web stands well on its own, where- Paradox or the Seeking in fables and read although those on a budget must tolerate as Chantries draws the PCs into the larger the lessons between the lines than to try crucial weaknesses. This system fits well World of Darkness . to hammer them into dry text” (page 155). with the MAGE game design philosophy of This healthy attitude stimulates the customized character generation; in a

92 DECEMBER 1994 Virtual Adepts and brainwashing), the Syndicate (money fashionable leather jackets if they face the White Wolf $10 and power), and the Void Engineers (space experimental HIT Mark VI Nanotech As- 70-page softcover book exploration). Decades ago a renegade semblage. I really wanted to see a lengthy Writers: Darren McKeeman and Harry Convention, the inexpressibly cool Virtual description of Autochthonia, Iteration X’s Heckel Adepts, took their computers and defected machine world on the far side of the Sun, Cover: Michael W. Kaluta to the good-guy Traditions. The first MAGE but this book fills its 72 pages pretty well. Illustrations: Quinton Hoover, Scott John- Tradition book deals with the Adepts. The Progenitors makes a drier read. Its in- son, Joshua Gabriel Timbrook, Jeff first two Convention supplements cover, sider narrative consists mainly of lecture Wright or make a stab at covering, the two most notes, the spells have names like Simulate powerful and threatening Technocracy Inborn Errors of Metabolism, and the drug Technocracy: Progenitors factions: Iteration X (cyborg guys) and the section gives little magic and much about White Wolf $10 Progenitors (clone-drugs-genetics guys). mundane drugs such as steroids. The 64-page softcover book This early techie emphasis in the sup- Construct laboratory, like most of the Writers: Edward Winters and Judith A. port line is somewhat unfortunate. Mages book, is adequate but blah. The Progeni- McLaughlin face not only the Technocracy, but also tors breed horrific monsters, we’re told, Cover: Kevin Murphy Nephandi, insane Marauders, Paradox but the supplement gives us only giant Illustrations: Dan Smith, Lawrence Allen spirits, and extra-dimensional Umbrood. squids, lizard men, and dracosaurs. Oh Williams, Chris DiNardo, , However, this imbalance in coverage is yes, we also get Emmanuel, a bat-winged Joshua Gabriel Timbrook temporary, because a massive supplement Chihuahua, and Pander, a cat with a frog’s called The Book of Madness describes all tongue. Mages, you’re in trouble now. Technocracy: Iteration X these adversaries. It should be out by the To my mind, both Technocracy books White Wolf $10 time this review sees print. lack sufficient campaign advice. You can 72-page softcover book Virtual Adepts describes the youngest, glean quite a bit from the narratives, and Writer: Chris Hind most cocksure, and least liked Tradition, with this a Storyteller who prefers im- Cover: Kevin Murphy the masters of computer magic. Starting provisation over explicit plots can go far. Illustrations: Mark Jackson, Lawrence with a Frequently Asked Questions (FAQ) Editor Brucato favors this style of play Allen Williams, Scott Johnson file for new Adepts, it moves to a lengthy himself and speaks fondly of pick-up documentary history featuring Adepts games he has run entirely off the cuff. I “The Virtual Adepts are the baddest Charles Babbage and Alan Turing. Back- prefer hard details on how to introduce damned thing to happen to this ball of dirt ground on the current Adepts, written as these Conventions into the campaign, since lightning up and created amino by a Verbena infiltrator, includes vague kinds of stories they’re best for, and likely acids. We’ve got the know-how, we’ve got data on the Hacker’s Code of Ethics, campaign developments—continuing rival- the resources, and we’ve got the ELITE- cypherpunks, dream hacking, and literal ries, festering hatreds, running gags. Actu- NESS to bring every single mage out there flame wars of a kind you’ve never seen on ally, the idea of running gags in a White to Ascension” (Virtual Adepts, page 8). the Internet. Much space given to a run- Wolf product makes my head spin, but down of the Adepts’ troubled relations given the extreme emphasis on storytelling “The Conventions may control the with other Traditions (Chapter 3.0, “Does in the original MAGE game, these books world, but the Progenitors control the Not Work Well With Others”) might have could have discussed story values more Conventions. We are integral to the func- been better devoted to more computers, clearly. tioning of the Technocracy as a whole, and NPCs, and hard data to supplement the Evaluation: Virtual Adepts should we never let them forget that!” (Technoc- skimpy Appendix; what’s a hacker without appeal to players of Adept characters, and racy: Progenitors, page 28). equipment? The treasure of the book is a for other Traditions its background may set of six very creative PC archetypes like enhance adventures in the Digital Web. “Each of the other Conventions has a the Revisionist Writer, the Mad Simulator, The Technocracy books, Iteration X and slightly altered—mistaken—concept of and the Couch Potato, who can send his Progenitors, seem more useful to Story- Ascension. They do things differently. personal icon on adventures without ever tellers. If you need a bad-guy book, both Incorrectly. However, Iteration X has de- leaving home. There’s not a pocket protec- serve essentially the same function. Unless cided not to correct their faults as long as tor or a can of Jolt in sight. you plan a long story line about genetics they contribute” (Technocracy: Iteration X, Both Technocracy books begin with a and clones, go with Iteration X. page 33). lengthy first-person accounts by a new Support plans: The MAGE game line Convention recruit, then give half the thrives. Brucato has tentatively scheduled Clearly, mages don’t lack confidence. In book to Storyteller information, new spells it through 1997. The next Tradition books the World of Darkness, confidence defines and equipment, NPCs, and Constructs cover the Verbena (pagans), Sons of Ether mages, for their Awakened viewpoint (Chantries). The insider narratives enter- (mad, they called us mad, hahaha!), and literally shapes reality. As The Book of tainingly present their Convention’s psy- my favorite bunch, the monastic martial Shadows puts it, “By my will, so is it done!” chology and views of its own history, artists of the Akashic Brotherhood. After AU existence is subjective, consensual. In goals, and adversaries. The true informa- The Book of Madness mentioned above, the MAGE game, science is not an alterna- tion here is often less intriguing than the the new year brings Ascension’s Right tive to magic; it is magic. “Since the time of falsehoods the Convention believes. For Hand (a book of friends and Acolytes) and Copernicus, a faction of mages that now instance, Iteration X says werewolves can’t Technocracy: New World Order. Later in calls itself the Technocracy has shaped change form in cities. Oops! the year comes a “mean streets” source- human destiny on Earth. It has forged its There’s not much to complain about in book, Destiny’s Price, by Steven Long, the magick of science into a huge body of these two books, as far as they go. Of the talented author of and knowledge accepted by most mortals two, Iteration X shows more pizazz in its other CHAMPIONS game supplements. If purely on faith. Today is the age of sci- suitably Kafkaesque assembly/disassembly- your mages are a roving lot, look for Be- ence, and Technomancers are its high line factory Construct, creepy biomecha- yond the Barrier, a sourcebook of the priests” (MAGE game book, page 33). noid warriors, spells like Statistical Deep Umbra and other planets. And a Consensus builders of the worst kind, Mechanics and Perpetual Motion, and four-part MAGE comic strip has begun in Technomancers work in specialist sub- insight into the pathos of its cyborg war- White Wolf magazine. groups called Conventions, each devoted riors. Few player groups would fear a Brucato sounds most excited about June’s to a different advanced technology: the monster called a Cyber-Tooth Tiger (yes, Fragile Path, a MAGE book of art and fiction New World Order (Orwellian surveillance really), but mages will sweat through their without gaming material. This collection of

DRAGON 93 five ancient “memoirs” delves into the histo- baseline human in many game systems. good but pricey general ’zine for Amber ry of the Traditions. History plays a big part (The average man’s top running speed in fans. in the Tradition and Convention books, too. the CALL OF CTHULHU* game is 1.63 After eight years and substantial up- Brucato says this aids suspension of disbelief, mph. That helps explain the CoC game’s grades in paper stock, color, and (recently) adds color and depth, and most importantly, high fatality rate!) Review quality in proofreading, White Wolf magazine re- develops a mythic element in the MAGE seldom rises much above “This is good,” mains a sad case. Its reviews read better, game line. John Robey wrote in The Book of production is unassuming, and the art is and anyone who devotes seven full-color Shadows, “The Storyteller Games have all amateur, but this enthusiastic magazine pages to a scenario for stuffed animals been written with an eye toward the Mono- certainly does offer a lot for the money. (using Inner City’s FUZZY HEROES* game; myth [the archetypal hero myth], but [the The issue at hand (#14) has 112 pages! issue #46) deserves attention—maybe MAGE game] provides the most hope of (Subscriptions $21/6 issues, Canada $35, medical attention, but I liked it. However, breaking through the darkness and getting overseas $50, Alderac Entertainment White Wolf’s content remains starkly to the light beyond? Fragile Path apparently Group, 17880 Graystone Avenue #203, uneven, the comic strip “Gladiator Cow” is takes a large step in that direction. Chino Hills CA 91709.) embarrassingly poor, and, incredibly, the The upcoming year sounds interesting Cryptych magazine is a fascinating editor obtrudes italicized comments in the for the Awakened. Don’t get caught mess—a lunar mountain range of articles, articles, little bracketed rimshots that napping. starkly uneven, weirdly arresting. Buoyed show off his cleverness. [Editor’s Note: by good coverage of WotC’s sensational Don’t you just hate editors who do that? Short & sweet MAGIC: THE GATHERING* card game, —Dale] He must be a riot in high-school Loom of Fate by Chris Hind (White Cryptych has achieved success without home room. (Subscriptions $28/12 issues, Wolf, $10). having to decide what it should be. So in Canada $38, overseas surface $58, White This first full-length MAGE game sce- one issue (#6) we get scenarios, Usenet Wolf Game Studio, 4598 Stonegate Ind. nario continues the rule books introducto- primers, movie news, interviews with Blvd., Stone Mountain GA 30083.) ry adventure, staging alarming disruptions William Gibson and futurists Jaron Lanier My favorite gaming magazine is Pyramid in San Francisco’s magical Pattern, woven and Frank Ogden, notes on international from . Edited by Scott by an Umbrood Pattern Spider. Such is gaming, numerology, shamanism, et cetera Haring (Autoduel Quarterly and the late, this game’s ideology that if you mess over and so forth. Every piece looks completely lamented Gamer) and the gifted Derek the city’s Pattern, you get earthquakes. I different from every other, and typefaces? Pearcy, Pyramid is a slick and colorful wonder if that works in Topeka or Winni- Cryptych has more typefaces than you compendium of reviews, articles, and peg? The mages face cycle-gang demons, even knew existed. Reviews range from news in the tradition of the old SJG incar- mutant alligators, a ghost (in a subplot as fiercely intelligent to “This is good,” and nation of Space Gamer. It’s thin for the immaterial as the spirit itself), and hordes the one- to six-page newsletters from price, but tightly focused articles, excellent of Technocracy stooges. But are the PCs many game companies are similarly irreg- reviews, attractive layouts, and a sharp acting of their own will, or does Fate dic- ular. Anyone can find something worth- sense of humor make Pyramid a pleasure tate their moves? while in this magazine, and it will certainly to read. (Subscriptions $23.70/6 issues, You’ll like Loom’s fluid and various plot, find a focus over time, but for now I find Canada and Mexico $29.70 overseas the atmospheric Umbra of San Francisco, this brilliant hodgepodge quite cr—uh, $41.70, Steve Jackson Games, Box 18957, the weird NPCs, and the appendix that baffling. (Subscriptions $14.95/6 issues, Austin TX 78760-8957.) describes a mage-inspired Tarot Arcana. (The Canada $22.95, ILM International Inc., title page of each new MAGE* supplement 30617 U.S. Hwy. 19 North, Suite 700, Palm Double Exposure by Fraser Cain with adds one such card to a growing layout. The Harbor FL 34684. Florida residents add Nigel D. Findley (FASA, $10). import of this intriguing motif remains local sales tax.) The title of this suspenseful SHADOW- unknown.) But pray that your players The same folks have just started Scrye RUN* adventure has nothing to do with achieve victory, because if they don’t, the magazine for collectors of trading card photography. Rather, the shadowrunners fail-safe option that rescues San Francisco is games such as the MAGIC game. No strat- must expose two organizations involved in totally bogus. Given that this is the only full- egy tips here, but collectors (as opposed to Project Hope, a charity that uses the length MAGE adventure to date, I wish gamers) will prize the card lists, price homeless to restore Seattle’s devastated Loom of Fate offered more obvious chances guides, retailer reports from across the Barrens. In the game, you to kick off an ongoing chronicle, but as it country, and articles like “How to Run an know that anything called Project Hope stands—alone—it gives good value. Even if Auction on the Internet.” Not a collector has to be bad news, and the runners’ you don’t play the MAGE game, check out myself, I still like Scrye’s previews of and infiltration leads from low-key detective the inventive collage cover by Henry Gordon rules from new card games, design notes, work to gooey horror. Some scenes don’t Higginbotham. and designer interviews. (Subscriptions make a lot of sense, but they sure are $19/6 issues, Canada n/a, from the ILM creepy! The tricky free-form story line The magazine scene: Starting an address for Cryptych above.) may prove fragile if the PCs try gung-ho independent gaming magazine is less risky Lester Smith reviewed Amberzine from tactics, so the GM should do some prep than playing the state lottery, but not Phage Press in DRAGON issue #209, but I work to invent safeguards beforehand. much. In surprising and happy news, want to single out #5 (November 1993, Double Exposure is an inventive and off- several new magazines have passed safely $10), which reprints the complete text of beat SHADOWRUN adventure in its own (so far) through fields littered with en- The Dark World, a long-forgotten 1946 right, and it lays the groundwork for a trants and have begun to prosper. fantasy novel by (though dramatic change in the campaign world. Shadis Magazine, greatly improved in evidently it was actually written by Kut- Look for the upcoming Bug City, and pre- recent issues, deserves an admiring look tner’s wife and collaborator, C. L. Moore). pare to be astonished. for its articles on small-press RPGs and With an introduction by Roger Zelazny fanzines, play-by-mail, and the game use of and Ray Bradbury’s memoir “Henry Kut- Allies by Scott K. Jamison and others TV series like Briscoe County, Jr and The tner: A Neglected Master,” Amberzine #5 (Hero Games, $13). X-Files. The new “Game Master’s Work- makes a nice addition to any Kuttner fan’s Unless your PCs are the only super- shop” section discharges tiny adventure book collection. Amberzine itself, nomi- heroes in your four-color comic-book ideas and NPC descriptions like random nally supporting Erick Wujcik’s AMBER world, this long-needed CHAMPIONS* sparks from a bonfire. Check out the DICELESS ROLE-PLAYING* system, has game supplement can flesh out your cam- regular strip “Joe Genero,” which amusing- become almost entirely game-free, much paign with 50 super-powered NPC heroes, ly describes the abilities of the generic like the RPG, and now serves more as a vigilantes, entrepreneurs, and wannabes.

94 DECEMBER 1994 The seven teams in Allies fill various roles: to take maximum advantage of all those this lengthy memoir of his full-tilt rivals (the government-sponsored Execu- weird spaces. If one game happens to get a runs from Chiba through Pacifica and tive Sanction), harbor for reformed super- good group of tiles from the 32 provided, the Rustbelt to Eurotheatre and Sov- villains (the Redeemed), scene stealers you’ll have lots of freewheeling fun. But you space, and then upward to Orbitsville (named the Flashmen), brutal hunters (the might just as easily get a frustrating maze and beyond. Fueled by adrenaline, Posse), and light comedy (a super-strong full of dead ends and obstacles. The GOOT- cyberware, a passion for freedom of circus and wrestling show called the MU game is an interesting but uneven de- information, and (how to put it deli- Braverman Foundation). Jamison’s fond- sign, where each game becomes a roll of the cately?) raving insanity, he writes ness for Japanese anime shows in the Zen dice in more ways than one. It’s worth a try, with panache, paranoia, and jovial Team, a corporate-sponsored group with but I recommend sticking with the terrific sociopathy. built-in soap-opera angst of the animated WIZ-WAR game. Rache Bartmoss’ Guide to the Net offers variety. Eight more solo characters offer a stunning and successful example of a much interest, such as the racist Aryan, quality rare in game writing, voice. Eight talented writers give us a tour not only of who does good deeds to promote his rep- Rache Bartmoss’ Guide to the Net by rehensible cause; Little Angel, an eight- Edward Bolme, David Ackerman, Derek the net, but of a deranged and pleasantly year-old with a magic wand; and my Quintanar, Steve Sabram, and others (R. garrulous personality: favorite, Interference. Interference is a Talsorian Games, Inc., $12). clueless schlemiel with incredible good Breathe deep, grab your armrests, and “Las Vegas is a post-modern cruci- luck and incredible bad luck—he just get set for another brain-blast from the fix for the soul, a neon electric chair stumbles onto the scene and waits for the folks who brought you the landmark where your spirit can roast in the darkness, basking like a fly in a bug villains to defeat themselves. Night City Sourcebook supplement for The characters in Allies show faults the CYBERPUNK 2020* RPG. In this light until every last vestige of con- common in the CHAMPIONS line: widely more-than-usually terrific supplement for scientiousness is burned out of your varying power levels, no proofreading, the same game, legendary netrunner system and reformed by plas- and that recurrent annoyance, the mean- Rache Bartmoss takes you on a gonzo ticworkers (hanging by their heels in ingless Psychological Limitation (“Strong tour of the worldwide virtual-reality a hotel room out of town) into a regard for life”; “No sense of humor”). cyberspace network of 2020. mockery of innocence, which is one Nonetheless, these folks work well as Rache, Rache—what can I say? The thing you’ll never find here. The Las backup, rivals, one-shot PCs for new play- ultimate netrunner, the first person Vegas net draws in tourists like a ers, and sometimes as ambiguous villains. to live entirely on-line, the anarchistic black hole draws in light, bending Allies belongs with Classic Enemies, Nor- nemesis of authoritarian Netwatch them and pulling them and redshift- mals Unbound, and Classic Organizations, pinheads worldwide. Though Rache is ing them until they vanish across the the vital toolkits for any four-color CHAM- currently sort of, well, dead, his cry- event horizon with a gasp that is at PIONS campaign. ogenically frozen brain has dictated once orgasmic and terrified, and all Incidentally, on-line fans of the CHAMPI- ONS and * games should be aware that the semi-official Hero BBS, Red October, recently split off a new node. In addition to the longtime Austin, Tex., num- ber, now known as “RO Bravo” (512-834- 2548, 14.4K and lower speeds), this free 24-hour BBS now occupies a second sys- tem in Sunnyvale, Calif., called “Alpha” (408-735-0481, 28.8K and lower). The two systems mirror each others’ messages twice a day. Red October continues to offer amazingly active discussions on many aspects of the CHAMPIONS game, as well as free downloads of campaign chron- icles, playtest manuscripts, and other tiles. Many Hero designers call regularly.

GOOTMU* board game by Tom Jolly (Jolly Games, 3236 Peacock Lane, Santa Maria CA 93455, $15). The designer of the blast-and-a-half WIZ-WAR* board game followed up in 1992 with this equally unusual game of great maze escapes. The board is made new each game using nine to 20 4 × 4-space geomor- phic tiles, all printed with walls, locked doors, and—the heart of the game—many spaces printed with bizarre effects: “Rotate this tile clockwise 1/4 turn,” “Next player you touch goes home,” teleportation, extra turns, and penalties. Two to six players wander this maze looking for the three pieces of their own GOOTMU, their Get Out Of The Maze Unit. Much as in the WIZ-WAR game, the concatenation of bizarre effects makes the game. However, the GOOTMU game plays as more of a puzzle, where you plot each move DRAGON 95 you find later is a shriveled husk Above all, learn how to make the net an jack in for a grand tour of the on-line abandoned by the satiated mantises exciting and endlessly various place in world. And remember: Information in the wastelands, bereft of money CYBERPUNK adventures. Sidebar “hyper- wants to be free. and life and will . . . I get more tense text” expansions of highlighted text add moving through these cities than I game value to Rache’s stream-of-conscious- Freelancer Allen Varney has been pub- did when I tested my latest Skullcap ness musings. Datamaps of many major lished by TSR, FASA, West End Games, program upgrade against a cities aid in running globetrotting sce- Hero Games, Steve Jackson Games, Tor Brainwipe program and it crashed, narios. A rules appendix clarifies game Books, and others. He is writing an leaving me with nothing but a text concepts, offers systems for hacking EARTHDAWN* novel for FASA/Roc for editor to defend myself.” cyberware and other ‘micronets,” and publication in 1996, and Wizards of the describes new equipment and NPCs. Coast plans to publish his expansion set for Or this, about the Shell Traders on the Typos proliferate, but the layout matches the MAGIC: THE GATHERING card game, Pacific Island of Kiribati, who copy boot- R. Talsorian’s high standards, and the color introducing wizards and familiars, some leg software to disk and pitch it by computer graphics are breathtaking. time before the next geological epoch. phone: This Guide to the Net makes a con- structive contrast to another guide to * indicates a product produced by a company other “It just cracks me up to think of all the net, the Virtual Realities supple- than TSR, Inc. this hardcore electronic data hag- ment for FASA’s SHADOWRUN game. gling being done by slabs of gristle Half of FASA’s book goes to rules, dry flopping like a brain-shot nomad and complex as a software manual. Its inside the wet infectious cave of fiction and images help describe the corporate mouths!” experience of running the SHADOW- RUN Matrix, but it gives no sense of It’s like that all the way through. See locality, of geography. One spot in the Disney data fortress in Tokyo FASA’s Matrix seems much like another. (shaped like a giant Mickey Mouse). This Talsorian guide, on the other Learn how to reprogram the Talking hand, makes cyberspace a colorful, Lincoln Memorial Data Fort in Washing- kitschy place. Afrikani netrunners use ton. Meet rogue Artificial Intelligences, tribal mask icons, and maintenance which may or may not actually exist. programs in Pacifica look like dolphins. Read about Rache’s encounters with Some of it seems too obvious, much of other dimensions, alternate time lines, it implausible, but almost all of it and alien beings. sounds fun. Put on your ’trodes and

“Forum” welcomes your comments and tis complains about the young gamers caus- already. You never know, you might like opinions on role-playing games. In the ing problems during play. Well, do you not them. United States and Canada, write to: Fo- realize that if you are 20 years old, and have 2. If a local gaming or comic shop will let rum, DRAGON® Magazine, P.O. Box 111, been playing for 10 years (see where this is you, put up a message to find people inter- Lake Geneva WI 53147 U.S.A. In Europe, going?), you started playing at the age of 10. ested in playing the AD&D game. write to: Forum, DRAGON Magazine, TSR Now, take another look at the girls’ ages (11 Kevin Lighton Ltd, 120 Church End, Cherry Hinton, and 12). They are one to two years older New Brunswick NJ Cambridge CB1 3LB, United Kingdom. We than you were when you started playing. If ask that material submitted to “Forum” be they are causing problems now, what were The RAVENLOFT® gothic horror setting either neatly written by hand or typed you like in 1983? We who enjoy this game for the AD&D game was long overdue. So with a fresh ribbon and clean keys so we must learn to play it a.) somewhere, b.) many creatures were completely out of can read and understand your comments. somehow, c.) sometime. When we do not their element without it. The game system You must give us your name and full mail- have the patience to take the time and in- provided many excellent concepts, adding ing address if you expect your letter to be struct young ones about the rules, concepts, flavor and suspense. No longer is a DM printed (we will not consider a letter sub- and what the game “reality” is, we stop reliant on an arsenal of magic or over- mitted anonymously), but we will not print gaining new players, viewpoints, and ideas. whelming numbers to challenge PCs. The your name if you ask us not to do so. We Don’t kill the game because of their (or your) concepts of fear and horror checks add will print your complete address if you immaturity. Remember, this will be the next realism that would otherwise be ignored. request it. generation of gamers, women and men. If The flexibility of the Demi-plane also is anyone (men or women) would like to re- very useful, as characters are absorbed Concerning the article, “The Legends spond to what this old (23) gamer has to say, into the mists. The array of creatures and Say . . .” in DRAGON issue #202, the whole please feel free to write me directly. I am modules developed for the RAVENLOFT emphasis of the series of articles in that open-minded and will respond objectively. setting is praiseworthy. There are, how- issue about thieves and bards was to in- Jim Looper ever, a few minor changes I made to suit spire the cunning and craftiness that these 23 Spring St. my campaign. two character classes need to survive. Williamston SC 29697 One problem I ran into is the physical Your article seems to try to shift the re- restraints of the Demi-plane. You get in sponsibility of the bard to the Dungeon This is in response to Andres Zornosa’s but can’t get out. Each land is dominated Master. Bards are very special player char- Forum letter in issue #200 asking for ideas by an evil Lord, who can sense every acters and therefore are rarely found in on how to “revive the excitement of play- move. The problem is that there is no parties of adventurers. One who plays a ing the AD&D game.” haven for good, no place for the charac- bard should know right off what is re- Any role-playing game, whether it’s the ters to get attached to and make their quired, that is to be glib of tongue and AD&D® game, FASA’s MECHWARRIOR* or home. By denying them this, you lose an quick of thought. I have found that a good SHADOWRUN* games, Palladium’s RIFTS* important option. Once PCs invest time DM will have all the necessary information game, or whatever, does not automatically and money into a castle or a church, they for special magical items, but in regular contain more excitement in and of itself will go to great lengths to defend it. As circumstances the history of an item than any other system. The excitement nomads, they may soon lose interest in the should be improvised by the bard. comes from how the players and the ref- next cursed village. Another problem to Through the tale the bard is sure to men- eree play the game. Somebody who consider is this: what if a DM has created tion things that later he will regret, for a doesn’t like fantasy settings is not going to a world for the PCs, but wants to mix in good DM will pick out a great subplot enjoy playing the AD&D game, for exam- the gothic horror element? from some part of the lavish tale. This ple. Also, different people have different My campaign is set in a world I created, usually means trouble, but it also creates feelings on different aspects of systems, very similar to northern Europe, but any some fun for the DM as well. such as whether class-based or skill-based land would do. I then created a city, If a DM is going to sit down and write all characters are better, which will affect shrouded in mystery. It is a place of many the descriptions for every magical item he what systems they like. wonders as well as dark crimes (modern wishes to use in the game, he might as Now, in the case of the people referred New York City). It is this city which acts as well sit down and write poems and songs to in the letter, it would seem that they the hub of the campaign, as it is also a link that inspire other party members into have a strong preference for science- to the RAVENLOFT realms. Yet, the city is battle. fiction settings (I can’t comment on the also an exit. Depending on my designs, PCs Gregory Johns mechanics of the systems, having never may find their way back to the city at the 21495-086 N/A played them). It also strikes me as highly end of an adventure or in another realm. P.O. Box 7007 unlikely that they haven’t played the To detail the city, I have drawn strongly on Marianna FL 32447-7007 AD&D system, so it’s unlikely you’ll be the FORGOTTEN REALMS® setting’s city of able to convert them. As for what you can Waterdeep layout, as it is beautifully done. After reading the letter by Andrew M. do, a couple of possibilities spring to mind: Just take away some of the magic to allow Curtis (“Too many youngsters?” in DRAGON® 1. You could try playing one of the sys- for more mystery. In and around this city, issue #200), I felt I had to respond. Mr. Cur- tems popular in your area, if you haven’t the characters can build their castles,

DRAGON 99 homes, and churches. Yet time after time liver and slow-roast it on my flame tongue or missing, their treasuries empty. It they will suddenly find themselves lost in sword, and serve it up to the party with seems that a horde of particularly vicious the mists. By establishing them so well in some fava beans and a nice Chianti.” And humanoids had attacked while the heroes the city, they are reluctant to leave, and are I’d say, “Really?” And he’s say, “No, just were away saving the universe. continual bait for your adventures. kidding. I say something suitably heroic, The barbarian PC is now insane, the When they are drawn into the like ‘Get thee hence back to the Abyss result of having gazed upon the remains of RAVENLOFT setting, I ignore the physical from whence you came, foul brute . . . or his invalid father (an exiled king), who had layout presented. They end up where I something.’ ” The boredom was hanging been drawn and quartered. want them and when they travel, the same mighty thick in the air that night. The mage’s spell books are nowhere to holds true. Also, mentioning the plane by The next week we convened as usual be found, and one of his travelling books name as well as its characteristics dimin- and I began the session with my introduc- had been destroyed in the aforementioned ishes its mystery. I keep my PCs in the tion. “The heroes are bivouacked on a hill, epic quest. He has seven spells left. dark as to why they keep getting lost and overlooking the armies of Good. A short The priest is in very deep trouble with how they manage to get out. distance away, too close for comfort, his deity. Unless he recovers a very valu- All in all, the RAVENLOFT setting is an swarm the hated forces of Evil. But we’re able statue, he’s going to have trouble invaluable addition to the AD&D game. not going to worry about that tonight. receiving those high-level spells. My fullest compliments to all those who Tonight, you’re going to play monstrous The other PCs lost wives, children, and have helped design it and those who con- humanoids, and I’m going to allow you to strongholds, as well as pretty much their tinue to do so. sack and pillage a small town. You can do entire net worth. So now I have a group of Mike Delmonico whatever you want—let your little chaotic players who are incredibly galvanized in Albuquerque NM evil hearts run wild.” completing a new quest. Their characters There was a chorus of cheers. must undo all of the damage that the I am writing to offer a suggestion to So on that night the “player characters” “temporary evil PCs” (clad in smelly, furry, those DMs beset by players who want to went wild, slaughtering, burning, and pustule-covered skin) wrought! play evil PCs. devouring the hapless denizens of a pasto- Anyway, the long and short of it is that It all started part of the way through an ral village. no one has mentioned playing an evil epic quest that took my good-aligned PCs Having thus sated the players’ lust for character since, and I don’t anticipate it through many strange lands, battling foes blood, we finished up the “epic quest” in happening for quite some time (if ever). So that threatened to banish all beauty and the next two gaming sessions, and of if your players think they have got to play light from the land, blah, blah, blah. I course the PCs triumphed, saving the evil beings, go ahead and let them. But noticed a certain amount of unrest world from the horrors of darkness and make it count. amongst my players, who just didn’t seem eternal damnation. They returned home Robert Griffin too motivated by altruism and just plain . . . to find their village completely razed, Reno NV good-deed-doing. The paladin kept saying their strongholds mere piles of masonry, things such as, “I disgorge the demon’s their families either hideously murdered * indicates a product produced by a company other than TSR, Inc.

100 DECEMBER 1994

102 DECEMBER 1994 DRAGON 103 104 DECEMBER 1994 DRAGON 105 106 DECEMBER 1994 DRAGON 107 108 DECEMBER 1994 DRAGON 109 110 DECEMBER 1994

©1994 by Ken Carpenter Photography by Don Witmer, painting by Ken Carpenter Some photography courtesy of

know the joy of a well-painted figure, a great floor plan transformed into a color- ful playing surface, or a setting brought to life by the use of three dimensions and miniature furnishings. Can you imagine playing today’s computer games on an abacus? Obviously, this column focuses on acces- sories, though there are a few figure re- views as well. Taking a look at the future, some great things are going to be happen- ing in miniatures. Grenadier is coming out with a line of assemble-your-own figures (the previews look great), Thunderbolt has some Pavilions coming, Leading Edge has some great new stuff, Ral Partha has a new PLANESCAPE™ line out, and Minifigs is remastering almost their entire catalog, making for much improved products. We’ll hear more about these in future columns. By way of public-service announcement: Brian Hitsman of Thunderbolt Mountain Miniatures has gone on to form Majestic, a moldmaking and consulting firm. Recog- nized as one of the most skilled moldsman in the industry, Brian will be improving the production quality of many manufac- turers, so we may soon be enjoying a universal improvement in metal figures. Also, Grenadier is selling their entire stock of Kryomek products at half price. Now, I haven’t seen all the metal products, but the resin stuff is incredible. And at half price . . . I just thought I should tell you before they’re cleaned out. Once upon a time, games were played depth of the gaming experience (a defini- Due to the feedback I’ve been receiving, with rocks and bones. Then people gradu- tion that also would include chips and both from within the miniatures industry ated to dice, cards, and boards with funny soda). and from readers such as yourselves, it shaped pieces. Eventually we became While not strictly necessary for play, was decided that I should use some sort of sophisticated enough to create war games many gamers and GMs prefer the “visually rating system in the reviews. (O.K., al- in which miniatures were used to repre- enhanced” mode of gaming. This would, at ready! Put the sharp things away!) Because sent armies, units, or individual soldiers. a minimum, include miniature figures and I’m contrary and don’t feel that a five-star From such origins came role-playing may very well include floor plans, furni- system gives a large enough range, I will games. At first, these games were played ture, and buildings. Each level of detail use a scale of 1 to 10. with paper, pencils, and a few oddly adds a bit more depth to the player’s im- In addition, because a single rating shaped dice. It’s true! I was there! (Al- age of the scene taking place. doesn’t always tell the whole story, figures though I did miss out on the bone games.) Those unyielding individuals who reject will be rated in three categories; Technical, I suppose that, technically, any miniatures such frivolous gaming aids, let’s call them Artistic, and Value. The Technical category used in role-playing games are accessories, “environmentally challenged,” may never will cover parting lines, flash, mold shift, though many players have come to regard them as an integral part of gaming. After all, they represent our characters in a Explanation of Ratings fantastic, imaginary world. Much as the 1 Slag, a good doorstop 6 Good, definitely worth your perusal war-gamer’s army, they embody our ability 2 Poor, for die-hards only 7 Great, have you seen this yet? to act within the confines of the game’s 3 Well below average, needs work 8 Excellent, you have to see this! setting. Definitively, however, accessories 4 Below average, but salvageable 9 Incredible, where can I get one? are those embellishments added to play in 5 Standard, average quality 10 No mortal hands produced this! order to increase the flavor, detail, or

112 DECEMBER 1994 and other casting flaws. Artistic will cover Reviews #0003 Enchanted Cottage and detail, creativity, appeal, position, and #0004 Apothecary related qualities. Value will tell you how Miniature Figurines (Minifigs) FANTASCENES line good a deal the figure is, based on the 5938 Carthage Ct. Scale: 25 mm Cost: $29.95 each overall quality and cost. Value is the cate- OH 45212 Technical: 7 Artistic: 7 gory I most fear. While the other catego- Voice: (800) 543-0272 Fax: (513) 631-0028 Value: 5 ries are mostly qualitative, this one is Mail Order: Yes Catalog: $3.00 subjective. Everyone has different views Perfect for role-playing or miniatures on figures and what they’re willing to pay. #1-10 The Wizard’s Chamber gaming, the three-piece Enchanted Cottage Consequently, you will have to remember FANTASCENES* line comes with the interior furnishings of a that this is only my opinion, hopefully a Sculptor: Renee Perez cot, table, stools, and lantern. The Apothe- well-informed and experienced opinion, Scale: 25 mm Cost: $5.98 cary is a three-piece daub & wattle build- but only my opinion nonetheless. Technical: 6 Artistic: 7 ing that also includes a work table, For an expanded explanation of the Value: 6 candelabra, credenza, and chair. categories, read on: Both are made from heavy, expanded Technical: An average figure will have a The Wizards Chamber is a great set of foam, but are very clean. A little clean-up few parting lines and even can have some furnishings for a spell-caster’s room. The is required about the edges, but the mate- thin sheeting between the legs or between casting is pretty good, though some filing rial is exceptionally easy to work with. arm and body. It also requires 2-4 minutes is required in out-of-the-way places. Mold The furnishings are metal and pretty per piece to prep, not including assembly. lines are minor, except on the table base. cleanly cast, though there are lines along A technically excellent figure has virtually The set includes an ornate mirror, a the tops of the benches. no parting lines, flash, or pits, and multi- table littered with books, a clawed book The cottage is thatch roofed and detailed ple pieces fit snugly together. Threads on a stand, a small table with a crystal ball, and inside and out, with rock walls, cobblestone figure indicate conscientious moldmaking, a chair. The tables and book stand require floor, and stone fireplace. The walls can be so I don’t grade down for threads unless minimal assembly. attached to the base with white glue or they are heavy or in dumb places (such as Finer points include a pentagram etched epoxy, but I would paint the pieces first, the face). into the crystal ball stand and curved then touch up over the joints. The Apothe- Artistic: Good proportions and decent snakes forming the table and book stands. cary has plank flooring, a brick hearth, and features are the norm in current minia- The detail is very good and these props framed walls. The thatched roof is well tures, so it will be the crisp features and will prove extremely useful as role-playing done, including the attic window. attention to detail that get the high marks. aids or in dioramas. Good movement, realistic poses, and crea- tivity are big pluses here, as are good facial expressions. Consideration will be made for the effect the figure is intended to generate, and whether or not it suc- ceeds in that effect. Value: The average price for a 25-mm figure is about $2 to $2.50. The value of a figure is a function of the quality (technical and artistic) and price. High quality + high price = average value, average quality + high price = poor value, and high quality + low price = great value. There will be times that a figure gets a high value rating regardless of price, because it’s such an incredible figure that you should see it regardless of cost. Miniatures games and related printed materials will be rated on Presentation, Playability, and Value. Presentation will include illustration, layout, physical quali- ty, and appearance. Playability tells how well the rules play or integrate with a parent rules set, and whether they are clear and free of contradictions. Fun is the main ingredient—so what if the rules are good if the game is boring? For the next From the Forge column, we’ll have a huge cast of gaming terrain, from bridges to rivers to walls. You can write with your comments and sugges- tions to From the Forge, P.O. Box 9, Mur- rieta CA 92564.

DRAGON 113 parting lines along the edges, but they clean away easily with a hobby knife. The set includes a painted, 10” × 10” base, 25 walls, and five archways. The archways serve as openings or doors. Because the wall bases are magnetized, they stay in place very well despite a shak- ing table, and they can be easily moved when altering floorplans on the playing surface. New and upcoming Dungeonworks products provide doors and lintels, fur- nishings, torches (which fit into holes in the walls), short wall sections, narrow wall sections, and even a torture room (for you happy-go-lucky types). This is the perfect gift for that special someone who’s wiped up his last grease pencil or permanently marked her vinyl mat! Enchanted Cottage & Apothecary (Minifigs) Grendel Productions Ltd. These are excellent pieces of work, and #0001 Dungeonworks boxed set 80 Jane Street are great ideas! I was surprised at the Sculptor: Chris Atkins Edinburgh EH6 5HG strength of the material, but you still Scale: 25 mm Cost: $21.95 United Kingdom won’t want to be too rough with it. Those Technical: 9 Artistic: 8 who live in foam houses . . . Value: 7 Distributed in the U.S. by

Dungeonworks Dungeonworks is an accessory for role- Heartbreaker Hobbies & Games P.O. Box 1130 players. It’s designed to allow GMs and 19 E. Central Ave Ames IA 50014 players create temporary, 3-D floor plans Paoli PA 19301 Voice: (515) 292-6760 Fax: (515) 292-6704 by placing magnetic based, plastic walls or Voice: (215) 544-9052 Fax: (215) 544-9052 Mail Order: Yes Catalog: Free a painted metal base. Mail Order: Yes Catalog: Free The detail is excellent and the walls paint very well. There are a few minor #F0018 Dungeon Doors GRENDEL* Imported Sculptor: P. Flannery Scale: 25 mm Cost: $19.95 Technical: 9 Artistic: 9 Value: 6

These eight reversible doors give you 16 choices for use as a role-playing aid or in diorama construction. The designs present a great variety and a few doors have a similar design, in case you want some continuity in your diorama or game. I don’t know how these are cast, but they are definitely not cast in two dimen- sions. The detail is too crisp on all sides to be done using conventional methods. The medium also is completely free of bubbles and pits, which are common occurrences in most resins. There are a few areas of light flash, but they clean away easily with a hobby knife or file. These doors are well conceived and sculpted. Some are the typical, reinforced wooden doors while others are framed with pillars and lined with metal. Most are original designs set in well sculpted stone- work. These are gorgeous doors that can be used for both game play and in diora- ma construction.

#F0020 Pharaoh’s Crypt GRENDEL imported Sculptor: Alan Simpson Scale: 25 mm Cost: $19.95 Technical: 8 Artistic: 8 Value: 6

114 DECEMBER 1994 Containing a crypt door/wall, a jackal topped crypt, two urns, and a sarcopha- gus, this set will prove an excellent aid for either role-playing or diorama building. Detailed on all sides, Grendel is using some incredible production methods to produce such pieces. The only noticeable parting lines are on the urns, the other pieces are very clean. There is excess material along the base of each model, so you’ll want to use some fine sandpaper to file them down. The time and effort that went into de- tailing the crypt wall and doorway, and the jackal topped crypt, is staggering. The style is very reminiscent of the hieroglyph- ics I saw in my Western Civilization class, so the appearance is somewhat authentic. The urns and sarcophagus pale by com- parison. There is little detail on them, but what do you expect from urns? You may Dungeonworks boxed set (Dungeonworks) want to paint them with Egyptian designs.

Thunderbolt Mountain #1035 Dueling Wizards The vignette is made up of eight pieces Miniatures Vignette series without any complex joints. Each piece 656 E. McMillan Sculptor: Tom Meier mounts on one of three bases, requiring Cincinnati OH 45206-1991 Scale: 25 mm Cost: $13.95 little or no epoxy. Mold lines are nearly Voice: (800) 235-3908 Fax: (800) 235-3908 Technical: 7 Artistic: 9 indistinguishable, except on the base piec- Mail Order: Yes Catalog: Yes Value: 8 es that have some heavy lines and vent (enclose 2 stamps) threads along the bare edges. The bases Dueling Wizards is a vignette depicting are easily taken care of, though a little two spell-casters locked in an arcane duel. time is required. The wizard’s powers take the forms of the The wizards both appear middle-aged elemental forces—water and fire. and wear highly stylized, detailed clothing.

DRAGON 115 #11-120 Lab Work Tables (2) & Labware RAVENLOFT® line Sculptor: Jeff Wilhelm Scale: 25 mm Cost: $5.50 Technical: 9 Artistic: 7 Value: 7

With two tables and an assortment of beakers, bottles, jars, and test tubes, this RAVENLOFT set is very versatile. It would serve in any gothic horror or laboratory setting. There is very little in the way of parting lines. Assembly is easy and requires little additional effort to fit the pieces. The table has three books held up by a human skull. With the myriad of acces- Dungeon Doors (Heartbreaker) sories, each table can be customized to your heart’s content. The accessories include beakers, bottles, and jars, which are very well shaped. These are a must for any laboratory or workshop setting. Per- fect for diorama and vignette uses, this set is destined to become a staple for role- players, as well.

#01-504 , Queen of Darkness DRAGONLANCE® line Sculptor: Tom Meier Scale: 25 mm Cost: $69.95 Technical: 8 Artistic: 9 Value: 10

Once in a while, someone produces a figure that you must have—Takhisis is one of those. A limited edition piece, only 5,000 were made, you won’t have long to get one for yourself. Each figure comes Pharaoh’s Crypt (Heartbreaker) with a numbered certificate, documenting which number it is in the series, and also has a numbered plaque on the base. The casting of all 17 pieces that make up this model is excellent. Only a few threads show that it isn’t the original sculpture. The base has a slight gouge where the main flow of metal was, but a little epoxy will take care of that. This piece is definitely for modelers, since there is so much to assemble. You will need some epoxy for the assembly, as usual, but there are some areas that will need extra care because the pieces don’t match exactly, like where the necks meet the body. The detail and proportions are excellent, and the impression is very close to the original artwork by . You Dueling Wizards (Thunderbolt) can see the photograph, what else needs to be said? They also wear skull-caps, plus all manner line, this scene appears as a moment fro- At the 1992 GEN CON® Game Fair, Ral of embellishments and jewelry. The dais zen in time. The creativity, detail, and Partha released The Great Red Dragon, that they stand upon are inscribed with impression of the vignette is incredible. their previous limited edition, for $50. powerful, geometric sigils. Behind each Not a terribly difficult piece to assemble, They sold out in record time and within a wizard is a huge symbol, one of which is painting it will require a great deal of time few weeks the Great Red was selling for as undescribably detailed. and talent in order to do the piece justice. much as $200 in those few shops that still The elemental forces representing the had stock. So what I’m saying is, if you arcanists’ wills are struggling to destroy Ral Partha Enterprises, Inc. don’t get it now you may not get another each other—pushing, working for an ad- 5938 Carthage Ct. chance. vantage, while the wizards throw more Cincinnati OH 45212 and more power into the battle. Voice: (800) 543-0272 Fax: (513) 631-0028 An incredible figure from an incredible Mail Order: Yes Catalog: $4.00

116 DECEMBER 1994

Soldiers & Swords Games 40 Jarvis Street Binghamton NY 13905 Voice: (607) 723-4556 Fax: (607) 723-1633 Mail Order: Yes Catalog: $3.00

#311100 MegaCity Pak FANTACITY* series Artist: Howard Bullard Scale: 25 mm Cost: $24.95 Technical: 7 Artistic: 7 Value: 5

The MegaCity Pak is a collection of floor plans from all previous FANTACITY sets. Though none of the figures from those packs are included, the set contains 12 Lab Tables & Labware (Ral Partha) standard sized sheets of full-color floor plans and accessories, as well as two 11” × 17” sheets with the first floors of the inn and mansion. Included are: a cottage, alchemist’s shop, jail, mansion, town hall, inn/tavern, an armorer’s shop, and a number of others. Everything you need to give the impres- sion of a good sized town. Each floor section carries a 1” hex grid for easy measurement, and they are scaled for 25-mm figures. The artwork is very good and includes such details as support beams, water- closets (bathrooms, for you contemporary types), fireplaces, doors, and windows. Among the myriad accessories you’ll find beds, rugs, bookcases, tables, wells, and many other niceties of civilization. These are great gaming aids, and all you have to do is cut them out.

Best of show Oddly enough, even though this column focused on accessories, most of the awards were captured by models. Ral Partha’s Takhisis and T-Bolt’s Dueling Wiz- Takhisis (Ral Partha) ards are both incredible pieces, both sculpted by Tom Meier, and both awarded Modeler’s award for this column. While Takhisis is a huge, ominous figure giving the impression of inherent strength, the Duel is a delicate, finesse piece with a great deal of intricate detail. The gamer’s award had a few con- tenders, but a tie goes to the Storm Angel from Global, and Grendels’s Dungeon Doors. The Storm Angel is such an impres- sive piece of detail work and imagination! She just makes you want to pick up your brush. The Dungeon Doors are excellently detailed and finely crafted accessories that will enrich the playing area or diorama of any gamer or modeler.

* indicates a product produced by a company other than TSR, Inc.

PLANESCAPE, RAVENLOFT, and DRAGONLANCE figures are produced by Ral Partha Ent., under license from TSR, Inc.

MegaCity Pak (Soldiers & Swords) 118 DECEMBER 1994

NEW PRODUCTS FOR MANUAL™ tome and contains every monster and : The Making of a Mage creature created for the 1994 AD&D® game lines. A FORGOTTEN REALMS® novel DECEMBER In addition, this 128-page book includes hordes of by new beasties being introduced for the frst time Elminster is missing again, and folks not only Tabloid! ever. Keep your creature collection complete! want to know where it is he’s gone, but where An AMAZING ENGINE® game $18.00 U.S./$23.00 CAN./£10.99 U.K. he came from in the first place. This hardcover by David “Zeb” Cook TSR Product No.: 2145 novel tells the story of a young boy who over- Aliens kidnap Bigfoot love child! Famous Dead came great hardships to become the mightiest Rock Star really hidden in Leavenworth in a City Sites mage in all the Realms. An AD&D® game accessory $16.95 U.S./$21.95 CAN./£10.50 U.K. U.S. Government plot! In the Tabloid world, all TSR Product No.: 8548 those strange, goofy, and bizarre stories you see Skip Williams in the check-out lane papers are true. And in This is the first in a series of products that The Dark Queen the Tabloid game, you play the intrepid re- provides detailed floor plans of locations that DRAGONLANCE® Villains, Volume Six porters who seek out and cover these honest-to- game characters frequent. This 96-page book by Michael & Teri Williams weirdness stories. describes virtually every city or town locale $12.95 U.S./$16.95 CAN./£7.99 U.K. imaginable: stables, inns, smithies, manor The name Takhisis suggests destruction and TSR Product No.: 2710 houses, festhalls, jails, and more. Plus, each death. Once the consort of the god Paladine, setting is fleshed out with details of the NPCs Takhisis now is worshiped by legions of evil Encyclopedia Magica, Vol. I living or working there. beings as she plots her escape from the Abyss. An AD&D® game accessory $12.95 U.S./$16.95 CAN./£7.99 U.K. In this novel, her story of manipulations and by Dale “Slade” Henson TSR Product No.: 9464 machinations is finally told. $4.95 U.S./$5.95 CAN./£4.99 U.K. At last: Every magical item ever created for TSR Product No.: 8357 the AD&D® game—from every game world—is Howls in the Night collected in the first of four hardcover books. An AD&D® game RAVENLOFT® This 416-page tome contains all the magical adventure Coming next month . . . by Colin McComb items from Abacus to Dust. Start your collection DRAGON® Magazine #213 now and never be at a loss for the powers of a All the horror of a cursed family, haunted Cover art by moors, and danger that strikes in the darkness magical item again. This issue’s theme is the Planes and fills this 32-page adventure for the Masque of $25.00 U.S./$35.00 CAN./£15.99 U.K. includes: the Red Death and Other Tales variant TSR Product No.: 2141 * An article by TSR’s Rich Baker on the RAVENLOFT® setting. Plus, the DM can choose factions of the PLANESCAPE™ setting. from several alternative endings to best fit her The Deva Spark * A detailing of the Demi-plane of Shadow own campaign. An AD&D® game PLANESCAPE™ and AD&D® 2nd Edition game stats for the adventure $6.95 U.S./$8.95 CAN./£4.50 U.K. TSR Product No.: 9466 creatures known as shades. by & J.M. Salisbury * Planar encounter tables for those times In this 32-page adventure, your PLANESCAPE when your PLANESCAPE PCs wander PCs journey from Sigil to the Abyss to Elysium Book of Lairs An AD&D® game FORGOTTEN through the wrong door. and back. After witnessing a fierce battle be- Plus all our regular columns, reviews, and tween a deva and a bebelith, the PCs must try to REALMS® accessory by TSR staff features such as “Sage Advice,” “Forum,” save the deva’s life and determine why the “Convention Calendar,” and the “Ecology of Here is a collection of short adventures that bebelith starts behaving in a very unbebelith- the .” (Honest, I mean it this time.) like manner. can be played in the course of one game $3.95 U.S./$4.95 CAN./£1.95 U.K. $9.95 U.S./$11.95 CAN./£5.99 U.K. session—all specifically designed for use in the TSR Product No.: 2606 FORGOTTEN REALMS® campaign setting. This DUNGEON® Adventures #51 96-page book also is ideal for novice DMs run- Cover art by Marco Volo: Arrival ning their first adventures. This issue includes: An AD&D® game FORGOTTEN $12.95 U.S./$16.95 CAN./£7.99 U.K. TSR Product No.: 9465 * “Nbod’s Room” (AD&D® game; solo PC REALMS® adventure level 4-5) by . by TSR staff * “Ailamere’s Lair” (AD&D game; 6-9) by In this thrilling finale to the “Marco Volo” Realms of Infamy A FORGOTTEN REALMS® story Steve Fetsch. trilogy, the imposter pretending to be Volo is on * “The Bandits of Bunglewood” (D&D® the run—but from whom? That is up to the PCs anthology Edited by game; 2-3) by Christopher Perkins. to solve in this 32-page adventure. * “The Last Oasis” (AD&D game From the secret annals of Realms lore comes a $6.95 U.S./$8.95 CAN./£4.50 U.K. AL-QADIM® setting; 1-4) by Peter Aberg. TSR Product No.: 9455 collection of spellbinding tales about the villains All this plus two SideTrek scenarios. of Toril. Read of Cyric, Artemis Entreri, Man- $3.95 U.S./$4.95 CAN./£1.95 U.K. shoon of Zhentil Keep, and Elaith Craulnober in NEW PRODUCTS FOR stories by Jim Lowder, Bob Salvatore, Ed Green- Unless otherwise noted: wood, , , JANUARY, 1995 ® designates registered trademarks owned by TSR, , and others. Inc. $4.95 U.S./$5.95 CAN./£4.99 U.K. ™ designates trademarks owned by TSR, Inc. 1994 ® TSR Product No.: 8547 ©1994 TSR, Inc. All Rights Reserved. Annual An AD&D® game accessory by TSR staff This is the frst update to the MONSTROUS 120 DECEMBER 1994