Open navigation menu
Close suggestions
Search
Search
en
Change Language
Upload
Sign in
Sign in
Download free for days
100%
(2)
100% found this document useful (2 votes)
564 views
48 pages
The Space Gamer 041
The Space Gamer 041
Uploaded by
Andrew Fulton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here
.
Available Formats
Download as PDF or read online on Scribd
Download
Save
Save The Space Gamer 041 For Later
Share
100%
100% found this document useful, undefined
0%
, undefined
Print
Embed
Report
100%
(2)
100% found this document useful (2 votes)
564 views
48 pages
The Space Gamer 041
The Space Gamer 041
Uploaded by
Andrew Fulton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here
.
Available Formats
Download as PDF or read online on Scribd
Carousel Previous
Carousel Next
Download
Save
Save The Space Gamer 041 For Later
Share
100%
100% found this document useful, undefined
0%
, undefined
Print
Embed
Report
Download
Save The Space Gamer 041 For Later
You are on page 1
/ 48
Search
Fullscreen
Rac NOME om BY GARY GYGAX (YOUR NAME) AND THE HOLY GRAIL ALTERNATE RACES oie aaa TIPS FOR THIEVES ~~ DMDON’TS | “NEW FEATURE: PBM URDATE ee Sma ae a LVa4 ig AND 7 PAGES OF REVIEWS «aS Designed by meee ole = UCU) aed cai a iN a . — Taker eae cokeTHE SPACE CAMER NUMBER 41 — JULY, 1981 Articles WHO AMI? * Gary Gygax The beginnings of TSR, Inc. ax seen by its chief executive officer....... 4 TIPS FOR THIEVES * Richard Meyer Playing those crafty and unobtrusive characters... ‘ 6 ALTERNATE RACES FOR D&D * Aaron Allston & Forrest Johnson ‘New — and different — character races and their clases. aes) NON-HUMAN CONTEST WINNERS ‘More character races for D&D . 10 DM DON'TS * Lewis Pulsipher Ways to improve your refereeing skill 12 GAME DESIGN: THBORY AND PRACTICE * Schuessler & Jackson Part XV: The Game Market - Knowing the buyers of games..........16 TIPS FOR TET PLAYERS * Jim Dickey Hints for playing beginning TET characters... 25 Special Feature Adventure Game Supplement (YOUR NAME) AND THE HOLY GRAIL * John Morrison Gaming Monty Python in D&D terms asenpeneenstel G} Computer Gaming DEUS BX MACHINA * Dave Albert Interactive Fiction: Stories you tive Reviews TRIPLANETARY * William A. Barton CAPSULE REVIEWS GAMES: Attack ofthe Mutens, A Ff of Turkeys, Surstial/The Barbera, ‘Sword Quest, SUPPLEMENTS: Basic Role laying, The Book of Ruins, Geptorem, L&C. ‘Leander, LS.PM.V. Fenris and S.F.V. Valkyrie, Legion of Gold, Nystati, Scouts & Astassns, ‘Space Opera Grourd and Air Equipment, Temple Book I, Tuan ofthe Isles, PLAY AIDS. DED Outdoor Geomorohs Set One: Walled City, Dungeon Drawings, Dungeon Geomorphs, Dungeon Tiles, The Fantasy Mesiers' Codex, Fantasy Mester Seveen. MINIATURES: The Evit Lord. COMPUTER GAMES: Action & Bumping Games, Monsier Mash & Battleship, Torpedo Fire, PUBLICATIONS: Abys, Breakout, Inverpley. Departments WHERE WE'RE GOING GAME MASTER ABBREVIATIONS . ‘PBM UPDATE LETTE) NEWS & PLUGS CALENDAR INDEX TO ADVERTISERS READER ADS. . . THE GOOD GUYS 3 Bs ART IN THIS ISSUE: Davi Allee: 28; Virginia Campbel: 4,5; Gavin Gossett: 10; Janet eckson: 6, 25, 34: Paul Jequay': 18, 19, 20, 21, 22,26; Denis Loubet: 10, 11,14, 20,30; Rich ‘and Mather: 29: Robert Phillips V: cover; George Pratt: 12: .D. Webster: mailer cartoon, 40 Publishers may wish to write for a copy of our Recommended Artist List, not read pment 26 128 In This Issue It seemed as though the most widely known of all fantasy games deserved its own special issue . . . s0 here we are with a D&D Space Gamer. Our leadott article is a story by Gary Gygax hin self, He details the quandary 2 game designer feels when is company is TOO suceessful, and he has to choose be- tween game design and business. leaned a lot from Gary’s article maybe you will, too. For you Monty Python fans, we've got “(your name) and the Holy Grall Like Jast month’s adventure supplement ‘on Tschai, it can be pulled out of the ‘magazine, Insine role-playing in the world of the Vorpal Bunny is now ‘within your grasp. ‘And there are several other D&D (and general role-playing) articles. Plus, for the real “space gamers” out there. .- William Barton reviews GDW's new edi tion of the classic Triplanetary. Steve Jackson Publisher: Steve Jackson Editor: Forrest Johnson Art Director: Denis Loubet Contuibuting Editors: William A. Barton David Boldue Ronald Pehr Lewis Pulsipher Nick Schuessler Bruce F. Webster Business Manager: Elton Fewell Circulation Manager: Aaron Allston Usility Infielder: Elisabeth Barrington THE SPACE GAMER (ISSN 0194-997, USPS 434.250) is published monthly by The Space Gamer, 7207 Onion Crossing Dr, Austin, TX T8744, Second cass postage pald at Austin, TX. POSTMASTER: Send address changes to The Space Gamer, P.O, Box 18805, Austin, TX 78160. All material is copysight 1981 by The Space Gamer. All sights reserved. Printed in U.S.A. by Futura Press, Austin, Subscription rates, as of 4.7.81 Tn the United States — one your (12 inves) $21.00; two years (24 issues) $39.00. A life- time subscription is $250. Outside the U.S. — please add $5 per yeat for surface mall. Airmail ‘ales vary by country ~ please write for your Ctrent alma ate International rates subject to change as postal rates change, NOTE: All payments MUST be in U.S, dollars, made by International Money Order or checks drawn on aU. bank,Where We’re Going ‘This willbe a short column. (can hear the cheering already.) Things are proceed- ing very well, but nothing new and fasci nating is happening, and I'm too busy get- ting ready for Origin to write much any- way. Besides, thsese darts keep going by and messing up my concentration - Which ought to tell you that KILLER is in the final playtest, Right now I’m GM. for a six-person scenario. Wel, it started with six. Three of them bit the dust with- Jn twelve hours of starting time, and the other three are jumping at shadows, The rules are in nextto-inal draft; we've still polishing up the scenarios and coming up With new and ingenious ways ofslaughter- ing each other. Game Design ‘The Game Design book is finished ex- cept for pasteup. It will be 48 pages long rather than 40; Nick and I got to add ev erything we wanted to. Feedback on the ‘book has been excellent ever since we an sd we were doing it, which is really gratifying, I don’t think anyone will be disappointed. Car Wars ‘This one is also finished except for pasteup — but pasteup of a multi-compo: rent game is harder than for a simple book. All the counters are finished, and the col tr separation has been made. The counters for CAR WARS ate going to set a new standard — and not just for small games. ‘Undead (formerly “Vampire”) ‘As you can see, we've had a name change on this project. Details next month, when space allows (these lines are being written long after deadline), The ‘game itself is going well; the playtesters are enthusiastic, and it seems to be very easy to GM . .. the trouble is that people keep coming up with more things that Drac and the vampire hunters ought to be able-to do. And somewhere in there, Sherlock Holmes and Dr. Watson got into the act... LATE FLASH, This one will now have full-color counters, too! Other Projects Paul Juquays is working on the first set of Cardboard Heroes for TRAVELLER — ‘more on those next issue. We're talking with a couple of different designers about possible games to go into TSG. Denis’ next fantasy Cardboard Heroes are going to be Undead and Monsters, but he’s barely got- ten started — too many other projects ‘And the computer version of RAID ON TRAN looks more and more like it might really be here by Fall, For Subscribers Only Starting next month, we're going to start. putting an occasional “subscribers conly” bonus on the mailer cover from time to time, Next month's goodie will be a plossy b&w reproduction (or two) of the CAR WARS counters, For those who are heavily into the game (and I predict there will be a fot) this will be a chance to add to your stable. (Garage?) If you don’t like the van in blue, take this one and paint it red... Whatever, GAME MASTER GAME MASTER exists to answer questions on your favorite games. If you have rules ‘question or play problem, send Ie in. Questions {0 be answered will be chosen on the bass of ‘Benaral interest. They wil be frst referred 10 the some publisher or designer. If no retponse it recebed, GAME MASTER will offer its own Interpretation ofthe rule. Sorry — no individual ‘replies are possible Ome 1. Is there any limit to the number of miss- ies that an Ogse Mark V can launch in single ‘umn? 2, How docs tezuin effect both moving and nonmoving CPs? "3 Does a unit on a toad get its defense i creased on road hexes passing through towns and other terran? If no, ean the owning player specify whether the unit in a certain hex is (mor off the road? 4. Can Opes overrun other Ogres under- water? If so, are miele ill the only weapon types that cin be used in the overrun combat? S. Lastly, can infantry units cross the siver bridge hex if the bridge is down’? Raja Thiagarajan Gbarmgs, Bong County, Libera 1 looks at though Ogre tt spreading every. where... To answer your questions ~ I. In the frst edition, a rate limited the Ogre to fring only two misoles per turn. This limitation has not appeared in either the second cor third editions. Ihave to adit he Uinttation was not reliste, so it might be best to forget 2. Terrain affects « mobile CP es though tt vere a MHW2, 3. A unit traveling through a town (or for ct) on the road gets the road Benet for move- ment AND the terrain benefit for defense “4 Yes, end yes. Missiles only 5. If the bridge is down, infantry treat tht hex as “rubble.” Thanks for mentioning this well clear it up in the nest edition. Empires of the Middle Ages 1 have several questions concerning PI's Empires of the Mile Ages (1) Where is the Came-Turn Record Track? (2a) Docs a “aiplomatic conquest” of an area of a different religion convert the area's religion to that of the atacker? (@b) Can an area be converted by “
Tished a caste to the north 14, Castle Where They're Keen on Swallows op here soem to think of litle else. The pat- ty willbe insted (0 vew'a collection of mount fd specimens, and to hear lectures on omithol- fp If they accept, they will earn a number of Surprising facts, among them that the airspeed velocity of an unladen European swallow ie 14 miles per hour, whereas the srspeed velocity of an African svallow has never been measured, The party can stay here as long asi likes, recovering I hita day. CCactbannog end Beyond CCacrbannog_is located somewhere within four hexes of Swamp Case, (The players wil find out where when they obiain the Book of ‘Aaartigahhh.) As the party approaches the cave ‘mouth, 2 white rabbit will Jump out. This is iter (1) an ofdinary rabbit, (2) the Holy Rab- bit of Asatrgaghhh — 50° point penalty all around if i sain — or (3) a Vorpal Bunny. A ‘Vorpal Bunny is a4 hit le monster, ACL, does 148 darmage, decapitates ona natural 20.4 Vor pal Bunny is worth 100 ep. Ifthe party gets past the rabbit, it wil find itself in rambling, Unmappable maze of eaves, I someone remembers {0 sic to the left hand wal (or, for that matter, the right hand wal), ‘the party wil eventually come toa grotto whic has an inscription in Aramaic. (50 points to the character that thinks of th) At that time, theentrance wil mysteriously seal itself shut, but the exit will mysteriously open, ‘Every turn tha the party remains in the cave, there it 2 10% chance that they will encounter the Blck Beast of Aaarrgushhh It isa 6 hit ce monster, AC2, doing 2-12 points of dam- age, However, there isa 10% chance per round thatthe animator will drop dead of a heart at- tuck, and the monsiee will dissppeat, (100 pts if the characters Kil the Black Boast; nothing if it disappears) Having passed through the dread Cave of CCaerbannog, the party will ind themselves on a narrow, winding path above a bottomless gore. Eventually, they will come to the Bridge of Death, “The Bridgekeeper, of cours, is dente: ‘The Old Man From Scone 24. His line is, “Stop! Who appeoacheth the Bridge of Death must an- sorer these questions three, ee the other side he se!" Those who fall to answer the questions ao ‘ast in the Gorge of Eternal Perl, and awake, screaming, inthe inn. Sometimes, i is possible fo tum a quest ‘There te perhaps 5 m0r8 oF less, depending on the cleverness ofthe attempt. Salling results in porification, The fst question is always, “What is your name?” The second is, “What is your quest?” ‘The third question might be as follows (roll 246, 2. Who is the master of the French castle? Guy de Loimbard.) 3. What is his name? (ie points to snother ‘hacaeter; is legal and naughty to Took atthe ‘haracter sheet.) 4. From what does supreme exceutive pow cx derive? (A mandate from the masse.) 5. What goes black-white black-white black- ‘white? (A nun falling downass) 6, What are the sered words? (Ni, Peng end Nee... Wom.) 7. What is your favorite color? (Whatever) 8. What is the capital of Assyria? (Nineveh, = not Babylon.) 9, What isthe airspeed velocity of an unla- en swallow? (14 mph; f someone asks, “An ‘Aican or European swallow" the Bridgekcop- er will answer, “European,” without blinking.) 10, How many fingers am I holding up? However many.) 11, How many damses ae there in the Cas- te Anthrax? Eightscore. “160" is acceptable.) 12, What isthe name of the Black Knight? (1 don't Know." Anything ele moans gorge tation) This should thin the pasty out. Having eross- ed the Bridge of Death, tis only ashort distance 23 {o the Sea of Fate, where magic boa is wat ing. (ut the See i thallow enough to be wad dy if anyone tes) The Gral sia Room 1 in the Castle Aaarggehhh on an land not far from the sors. Tioweves, one ot more disasters wil aie be- fore the party ca ot the Gr 1. The castle is capi by French tunters, (out they were expecting that, ight?) 2 Ifthe Famous Historian eden, the police vie and atest the party. (But they were ex- Deeting that, 09) 5. The Ol Man From Soone 28 reappeas “ie who would ross the Sea of Fate must am swe thes questions, tment an igh” (TR seems foo mean for rason, but the OM! Man Sn bo font in the Sea of Fate without danese "a0 points forthe chaacer brave enough 0 fy tian The cate guarded by the Blac Knight. “Told you twas ony a fsh wound. 5. The leaded Knight isin the back ofthe boat, with 2 ishing pole. "This i my Boat. Find your own 6 Tus when they think they've go the Gra ‘hey see this ite white rabbit. Lots of other disse ae possible, The DM {is limited only by his imagination end sense of erty. BACK ISSUES No. 15. Wizard and Olympica designer intros; Robotics in Traveller; Floating Hulls; Ogre Update; Orcs and their Weapons; computer emi No. 16, WarpWar article; Classes Simulated in Mole: Alpha Omega: ‘Demionst (Moties in Melee); 1977 game survey results ~ and a LOT of reviews, No. 17. GEV designers intro: suategy for Chitin: 1s vasiants for Imper- um, Melee, anda combination Osre/Rivots variant: WarpWat fiction, No, 18, feWar designer's intro; variant scenarios for Invasion: America ‘and War of the Ring; dditionel equipment for Traveller; mounted Melee; “Referee, Declare Thyself!” (roleplaying GM technique, No, 19, POND WAR; variant units and scenarios for GEV; combining ‘imperium and WarpWar; Batieleet Mas variant: reviews of Swords & Sorcery, Runequest, and Raurmkrieg; MicroGame design stile, No, 20, Olympica tatle; Pelonies in Traveler; TARTARS & MARTYRS, ‘Reality in Melee; desiner’s optional rues for Toe War; designer's article on Starships & Spacemen; “Rip-Off Bluey” (wargaming frauds. No. 21. Interview with Dave Ameson running a MicroGame tournament; tacts for Osre and GEV: spaceship minuatues; Black Hole variant tes, putting the Dery into Melee; more reviews, No, 22, Tee War tactics; Black Hole physics; PARTY BRAWL; 1978 ‘SF fantasy game survey results; Fantasy Trip short story. 23, Invasion of the Ait Eaters designers article; Ogre meats Toe War; 5 & Stones expansion; Vikings and Valde in The Fenty Trip, No, 24, Dlack Tole designer's intro; "The Psychology of Waging; ‘Naval Melee; "The Four-Howitier Defense in Ogre” variants for Chitin: 1, The Creature that Ate Sheboygan, and John Carter of Mars. No. 25. Stellar Conquest issue... designer's article, tournament tactics, and variant scenarios; also ~ suategy in Rivets; benefit-cost analysis for foe War; Everyday Life in The Fantasy Tip." No, 26. Oneworld designer's intco; tactics in GEV; variations on Wieard; ‘computers in wargaming: Lifesized Melee; and a variant that pute ‘human forces into Rives, No, 27, Hot Spot's designers intr; Time Travel; Nuke the Air Eaters ‘Gaming aiomic war); Weapons for Hobbits in TFT; Muskete in TFT; Game Design Patt 1; pages of game reviews. No, 28, 1979 Game Survey results; Overmen in TFT; A Guide to SF/ Foniasy Game Publishers; Task Force Games report; Welter and Asst guides; 7 pages of reviews; Game Design Part 2; Deus EX Machina, No, 29, Fantasy Tip desgnes’s intro; Painting Fantasy Miniatures; Fantasy. and SF game magazines surveyed; Game Design Patt 3: more Deus Fx Machina; 7 pages of reviews, Ne No. 30. KUNG FU 2100; Painting Fantasy Miniatures Part I; Index to ‘Game Articles; Game Design Part 4; Programmable Calelators; 10, ages of reviews. No. 31, "Sam Boowul™; 1980 Game Software survey; Game Design ait’; Random Maze Generation: 9 pages of reviews, [No, 32, Traveller issue... Altenate Character Types, eviews of play aid, scenarios, and variants; alyo Game Design Part 6; Deus Ex Machina; “Minus Two Reaction” software survey update; Yaguinto Games report; 9 pags of reviews No, 33, Play-by-mall Issue... Feature reviews of four PBM games, a Warp War Campaign, Survey of PM companies; alo, Contest Report; Company Report ftom Schubel and Son: "End Game’ GEV scenario; Game Design Fart 7; Deus Ex Machina; The Good Guys, Pat I;and 10 pages of reviews. No, 34. Miniatures issu... Cardboard Heroes Designer's Notes, LOTR Miniatures, Painting Fontasy Miniatures Advanced Techniques, Survey of miniatures manufactutets; also "The Challenge,” ArUact Designers Notes and Expansion Rules; 3D Displays Ul; Game Design Part 8; Wish Contest winner; and pages of reviews. 'No.35, The 1980 Game Survey; Solitaire Ogre; Notes for Novice DMs; ‘The’ War of the Worlds featured; Insane Varlants on Stompl; Charac- ter Contest results; More Psionice for Traveller; Game Design Part 1X; Deus Ex Machina; and 9 pages of reviews. [No 36, Compating damage in Star Fleet Battles The Fire Web, Artfact Tor Traveller; a Featured Review of Akslabeth; Fon Products Company Report; The Ten Deadly Sins of Compute: Game Piogran ming; Computer Graphics contest winner; and 8 pages of reviews. 'No, 37, Gaming the Alien; Hyborean Risk;Improved Mission Resolution or Freedom in the Galaxy; Troubles in Valet; Cosmic Encounter Review; FGU Company Report; Wianors of the Weapons Contest; ‘Ten Deauly Sins Put Tf;nd 6 pages of eviews. No, 38, 1980 Game Survey Results; Designer notes for The Lords of ‘UnderFarth; Used ships for Traveller; Selling Your Game Article; Expert D&D and Time War reviewed; Combination Game Contest; ‘The Complaints Department; end 7 pages of reviews, ‘No, 39. Computer isue ... Designer's Notes on Akalabeth, Strategic ‘Simulations Report, Strategy inthe Warp Factor, Computers to Go, 4 TRS-80 Briefing, An update on the gaming world liability in Traveller; Scenario for Triplanetay; "Fantasy World Magic contest results Simple Traps; and eizht page of reviews No. 40. Cumulative Index 10 Game Articles; Game Design: Role-Playing ‘Games; Planet of Adventure: Tschai; a new Tiaveler combat sys tem: results of the Non‘luman Reces contest; Deus EX Machina; ‘Aboard the Leviathan; and sh pages of reviews, Send $2.50 per copy, plus 50 cents per order for postage and handling, to TSG, Box 1880S, Austin, TX 78760. It you are a TSG subscriber, you can get discounts on back issues, Use the order form on the mailer cover of your subscription copy.STEVE JACKSON GAMES Wow... three new games from the designer of OGRE, O.E.V., RAID ON IRAN, and THE FANTASY TRIP. More of the best values n'gaming «atthe lowest prlek. And a new book that belongs in every serious geme-player's library. Read on. Byer want to blow away the car that cut you off from the freeway . . . drop a few spikes to discourage a tailgater... take on a cycle gang with the twin .50-als under your hood? Now you can. In CAR WARS, players design freeway combat vehicles, with weapons, armor, and even body style, Then they take them out on the roads of the future — to come home ‘aces,’ or erash and burn Designed by Chad Irby’ and Steve Jackson. Includes 24-page rulebook, road grids, and FULL- COLOR counters (drawn’ by Loubet) for cars, cycles, wreckage, etc. Any number can play. $3.00 in stores, or $3.50 by mail from $3 Games. CAR WARS UNDEAD UNDEAD! A role-playing game inspired by Bram Stoker's classic Dracula. The vampire Count has come to London to spread death and terror. Moving on a map of the city, the vampire player tries to conceal his coffins and find new victims. His heroie pursuers search for his hiding places and try to alert the city. When the players meet, they battle — until the vampire flees, or one side is destroyed, For two or more players, with or without a referee. Designed by Steve Jackson, Components include full-color counters and city map; 24-page rulebook, and combat maps. $3.00 in your hobby shop, or $3.50 by mail direct The controversial game that’s heing played across the ‘weapon simulators; and hints on keeping your game safe, atry! KILLER is a “lve” game. Each player tries to nock off one (or all) of the others, by fair means or foul Usually. foul, Waterguns or dartgins replace pistols; an exploding balloon becomes a bomb, and so on, This is the frst published set of rules for doing your friends in... with cut hurting them. Includes scenario suggestions; dozens of Everything you ever wanted to ask about game design (but didn’t know where to start). This authoritative book covers. the field from both the theoretial/mathematical viewpoint and the practical angle. The general theory and history of wargaming lead into a detailed nutsand-bolts Aseussion of combat, terrain, mapping and movement, com- ponent design, professional playtesting techniques, and more. ‘Aspecial chapter covers role-playing game design. GAME DESIGN is co-authored by two authorities in the field. Nick Schuessler is publisher of the iconoclastic Jounal of WWHT Wargaming and has. wught a Univenity of Texas sponsored course in wargame design. Steve Jackson is legal, and not TOG mind-boggling to the rest of the world! KILLER is not for everybody — but if you want to test your reflexes and ingenuity in a way no paper game ever will then this just may be for you. Rulebook writton by Stove Jackson. $5.00 in st. $5.50 by mail direct, GAME DESIGN: Theory and Practice designer and/or publisher of several best-selling games. Whether you're interested in “simulation,” “playability,” or both, this book covers what you need to know. Much of this material originally appeared in The Space Gamer, but has ‘been extensively revised and updated, with new material added including a full bibliography), ‘An invaluable aid for the professional or semi-professfonal designer . . . for the sciious hobbyist who wants to revise his favorite game . . . for the Game Master building a fantasy world . . . or as a play aid for the gamer looking for back: ‘ground material and strategy hints. {$5.00 in your hobby shop, or $9.50 by mail direct. Direct-mail prices above include postage. Texas residents please add 5% sles tax. TSG subscribers ~ order on your mailer cover form and we'll pay the postage. Checks or money orders only - no cas, plesteCips for CHT Players by Jim Dickey ‘The following is a list of hints based ‘on almost three years of TFT play. I hope that this article will inspire some of you other players to write in and share your experiences. 1, Sending 2 character out in the world with a low DX should be grounds for a charge of criminal negligence. More often than not, I have seen the smart, the strong, and’ the heavily ar- rmored ripped apart by the quick. Char- acters with a low adjusted DX flal away tum after tum without hitting, low DX wizards waste ST on botched spells, and both usually meet a quick end if ‘they have to make a saving roll against DX ‘An adjusted DX of 10 gives a 50% chance of hitting, casting a spell, or mak- ing a 3 dice saving roll. Because of the bell curve nature of the numbers gener- ated by 3 dice, a 9 reduces your chances to 37.5%, while an 11 raises it to 62.5%. The lesson from these figures should be obvious: Don’t start a character with a DX lower than 10. Don’t encumber him with armor or goodies that reduce DX. be- low 10. Don't have him use weapons he doesn't have the talents for, or that are too big for him. Pick talents that raise DX. A related matter: DX points “traded off” for armor protection are a better deal than those same points allocated to ST, when it comes to protecting your ‘character. Say you have a beginning char- acter and you've given him ST 10, DX 10, 1Q 10, You still have two points to give him. You're main concern is keeping him alive. Assuming T've convinced you to maintain his adjusted DX at 10, you have {wo options. You can give the 2 points to ST, and hell get to absorb two hits of damage once. But if you put the two points on DX, you can put him in leather armor, (and still maintain an adjusted DX ‘of 10}, and he can absorb two hits of damage any number of times. (But to keep your decision from being too easy, though, remember that ST is good for ‘other things besides absorbing damage, like bigger weapons and being able to car- zy more loot and equipment.) 2. Don't overtook the value of pole wea- pons, 1 don’t know if it's just the people L play with, but in my experience besin- ning players tend to overvalue missile ‘weapons at the expense of pole weapons. Due to the close-quarters type of fighting most prevalent in TFT, bowmen usually set off & shot or two md then get shed up by an adjacent figure while trying to draw a new weapon, If this happens to you, try screening your missile weapon users with pole arm wilders. The +2 DX for a set pole weapon, and the double damage bonus for a charge attack, make pole arms devastating weapons. The Ad- vanced Melee rules, with tworhex jabs, and pole arm attacks coming off first, make them even more effective. The next time your group of adven- turers takes on a giant or a dragon, try to get somebody with a pole weapon around behind it. The +2 or +4 DX and the double damage bonus will usually bring a quick end to your adversary. 3, The character who ties to do every- ‘thing usually ends up doing nothing well. This applies more to beginning charac- ters than to the “veterans.” This is mainly matter of selecting talents wisely FFor starters if you have to have achar- acter who knows both spells and talents, You're better off with awizard who knows 4 couple of talents, rather than ahero who knows @ couple of spells. Wizards pay double to know talents, (and in some cases not even that), while heroes pay triple for spells. Herces also cast those spells at 4 DX. Don't waste your hero's attribute points knowing something they can'tuse very well. When picking talents for new ch ters, don't spread their areas of expertise 25 too thin, There is a tendency to try and make your character a jack of all trades. Don't. Consult the table of jobs and pick those talents which will make your char acter strong in some area from the start, (fighter, leader, thief, martial wizard, etc,). Later on, as he’ gains experience, you can tum him into a cardboard Re- 4. Think “eost effectiveness” when select- ing talents and spells. ‘Say you have two 1Q points t0 allot to 4 weapons talent, If you take a peculiar ‘weapons talent, like Lasso, you can use a lasso, period. But if you spend that two points on Sword, you can use up to eight different weapons, depending on your strength, Ifyour character should ever get ‘caught weaponless on an adventure, he'll probably be able to find a suitable sword to. use long before he finds a boomerang fr some nunchuks just lying around. When selecting a wizard’s combat spells, consider giving him a high/low mix, Give him the most powerful missile spell he can use, the most powerful defen- sive spell, and one of the “cheapie,” like Blur, that doesn’t cost much to cast. The same goes for summoned ereatures; take the most powerful one you ean get, but also take Wolf or Myrmidon. It’s been my experience that the character who loads up on the fancy spells usually doesn’t hhave the ST to power more than a couple Of them over the course of an adventure, while the wizard with several of the sim- pler spells prover to be more of ahelp to himself and his companions. When selecting the talents you h your character “learning,” keep this in ‘mind. Assuming that you will use all your experience points to add attribute points to IQ, (a dubious assumption), it only costs 375 experience points to learn three ‘one-point talents. It casts 2500 points to Jearn three three-point talents! Knowing this, you might want to keep your char. acter’s aspirations modest.26 Featured Review TRIPLANETARY by William A. Barton The journey was well underway. Venus had been left far behind and Mars vas looming on the vewscreen. The red planet would soon fall behind as well, and the liner would be through the Belt on its weay to Ganymede, The small party of corporate magnates were confident that, once at the mining conference, they'd hhave no trouble srightening out the colontes on thelr recent disagreements ‘with the inner planets over ore rights in nd around the Belt. It would only be @ matter of time... Suddenly a klaxon sounded throughs cout the ship. They were under attack! The liner was. Belng fred on ty three unidentified vessels, configurations match- ing those of the pirate group based on Clandestine inthe Belt. The captain's mayday had been acknowledged by the Tema dreadnought Tyoho ‘Brake on station in the Belt. The dreadnought was proceeding at full thrust to rendervous with the besiged liner. Meanwhile however, one of the pirate vessels was maneuvering ito boarding range. Would the Tycho Brake arrive in te or would ‘the magnates end their hopeful journey as hostages of the Clandestine outlaws? While the above situation could have been taken fom one of several science fiction stories of the Golden Age of SF, it is sctially 2 scenario from GDWs clase fame of space combat, TRIPLANETARY. First released in 1973, TRIPLANETARY was one of the fret epace combat games on the market, and quite a success for the fledgling company, Game Designers Workshop. Out of. print since 1976, TRIPLANETARY. has. justbeen released in a new edition, updating and expanding upon the otiinal_ game's design Its good to see TRIPLANETARY back in it. As the Granddaddy of DW's SF games, its descendants includ ing. sich popular systems ax Traveller Mayday and Belter, much can be learned from this venerable classic. 1's nice to note, too, that the game stil plays as well 4s ever, even with the revisions and additions (and. some omissions) of the new edition. Would that the same could be said about some of the newer games flooding the market. The game itself concems shipo-hip combat in our own solar system during the 21st century. The plastic-couted map is a stylized representation of the solar system from Mercury to Jupiter, includ ing Venus, Earth, Luna, Mars, the Aster oid Belt, Ganymede, Calisto, To, and Sol itself, with accompanying gravity fields, bases and detection ranges. The scale is not accurate, but playable — which what. really counts. In TRIPLANE ARY's unique movement system, vectors for direction and distance, are drawn directly onto the game map with grease pencil. It was one of the first — if not the first — to use hexes in vector movement. The vectormovement systom is the heart of TRIPLANETARY, making the game stand out amidst the many “fiee movement” space games currently aval- able. To move, a ship expends energy poinis, each point adding one hex of movement to its vector. A ship which has spent one EP per tum for three tums will have a vector (a total movement) of three hhexes per turn until an EP is spent to accelerate, decelerate, or change direc- tion. A moving ship will continie 10 move — unless it hits something or declares a stop — just as would a real object in zer0-G. The gravity of « planet or moon will affect movement as well, causing the ship's course to be deflected, palling it into orbit, or causing it to crash, depending on the ‘The vector system is essentially the same a in the original TRIPLANETARY. It is really much more clear than the similar systems in Traveller and Mayday. Pethaps the use of both hexes and drawn vectors is what makes the difference. In any event, TRIPLANETARY should aid understanding of either of these systems. ‘There are some significant differences between the old and new editions. The ‘most obvious is the change from the old, drab, oblong cardboard box to the standard, flat box. The box change was probably. due to a change in format, In the original Triplanetary, the map was a soft one with a clear overlay for drawing the vectors without marring the map. To avoid creasing the overlay, the map had to be rolled up, hence the oblong box. The map in the new edition is of plasticcoated cardstock which ean_be folded into the flat box quite easily. The need for the ovedlay is eliminated, as vectors may be drawn right on the map and then erased after play ‘The rules have been expanded and the combat charts and tables have been placed on a separate cardstock reference sheet. The counter sheet is identical in both editions, and the grease pencil in the ‘old edition i retained in the new. The presence of the pencil is both gratifying and annoying: gratifying in that it isnt necessary to go out and buy one to play; annoying in that the counters and rales hhave grease pencil markings all over them from the pencil rolling around loose in the box. One notable difference is in the seenarios with the game. A few of the seenarios are similar or identical to those of the old edition. This is a bit odd, as some of theso scenarios ~ the Grand Tour scenario in particular ~ were carried over into Mayday, which itself was a sort of “new edition” of TRIPLANETARYminus the confines of the solar system. ‘The only change in this scenario between the two editions is the loss of the testi tions on combat. Retaining this scenario, stil available in May day, seems a bit of an overkill situation for gamers. possessing both games, especially when other scenarios were either dropped or changed more or less inexplicably. 1 can unde stand why the Invasion scenario of the first edition was dropped — its ursinoid aliens, the Pan, no longer fit in with GDW's future history. It has been re- placed in the current edition with the three-player Nova scenario in which unknown aliens try to blow up the sun with Nova bombs — complicated by East-West rivalry on Earth. But why the popular three-player Piracy scenario was dropped is less clear. It surely couldn't hhave been due to any similarity to scen- arios in Mayday or any other game ~ if so, the Grand Tour would have been dropped, too. Perhaps this was due to space (no pun intended) considerations Ifo, Pd have opted to drop the Tour and keep the Piracy Other changes ate evident in hold-over scenarios as well — the Interplanetary War now uses the new megacredit price system for ship purchases rather than the point system, for instance, and the soenario’s nukes have been added to the SPACE OPERA overall rules. Several new scenarios are added: a Fleet Mutiny, a sequel to Escape, called Retribution, and a Pros- pecting scenario. There are some definite problems with this edition of TRIPLANETARY. The editing of the rules is not as clean as it could have been. This is especially evident with the reference sheet, which is full of typos and misinformation. Unless one has access to the first edition, the damage descriptions will seem ambiguous. It’s hard to understand how a company with such high standards as GDW could let something as poonly edited as the reference sheet slip through. I hope it will, bbe replaced in future printings. A further problem surfaces with the Packet, an armed transport ship. The ‘combat strength for the ship as listed in the rules contradicts the information, given on the counters. Also, the Packet is completely ignored in the price list of ships and equipment. Personally, I'd estimate its worth at between 20 and 30 megacredits, depending on whether you go with the combat value of the rules or the counters ‘Another problem with TRIPLANET- ARY, which is more a matter of taste, is that its weapons systems are less than satisfying. I's very difficult to hit a moving target with torpedoes, mines, or StarShip construction & maintenance rules * equip: ‘THE COMPLETE S.F. ROLE PLAYING SYSTEM iY, nukes, These systems are really only effective against stationary or plan: etary targets. The only effective weapon. ry against moving targets are the ships’ big guns — a form of automatic cannon, according to the fist edition. These are disappointing in the ight of the lasers and missiles of Mayday and other later GDW ames. At least the first edition’s ration ale, that ray guns and beams are fetched, has been dropped. Such a philosophy seems dated considering re cent developments in laser and particle technology, And even GDW's own Belter (which also takes place in the solar system) uses lasers and particle beam ‘weapons. Al in all, 1 like TRIPLANETARY, even with the flaws evident in this edi- tion I am glad, though, that I have a copy of the first edition for comparison; it definitely helps. GDW should release an errata sheet for those of us who only have the new edition, Still, TRIPLANETARY is worth more than a second look, especi ally for those gamers who fancy them- selves collectors as well as players. TRIPLANETARY (GDW); $11.98. Designed by Mare Miller and John Harsh ‘man, Boxed, with 22” x 28" map, 76 ‘counters, 8:page rulebook, grease pencil, ‘one die. Two or more players; playing time ¥ hour up. Published 1981. Character generation which includes the influence of conditions fon the charactef s planet of origin * many racial types available as Player-Characters and) NPCs * over 175 skill areas * advance: ment of character skills by a logical system which allows for development of chosen skills * characters built with initial skills chosen to fit a given profession * 6 basic character classes in each of 12 starting areas of service or profession * a detailed psion) system with over 90 talents * realistic system for learning skills and psionic abilities * a complete and rounded character with skills chosen in a non-random fashion to meet his or her needs i ‘ment and systems breakdown rules * StarShip move- ment with edvanced technology * faster than light travel * non-vectoring sublight travel * StarShip combat * trade & commerce * mapping * planet & system generation * economics & taxes & ground combat * wounds * medicine * morale * banks & loans * StarPorts * NPC racas * Bug-Eyed Monsters* NPC expertise * animals & orcatures * rental of ve: hicles * living costs * everything needed to create ‘2 complete and ‘realistic’ universe with workable ‘and complete systems" ‘Space Opera consists of two 90+ page books, handy reference sheets, character, ship, and planetary record forms in a box. It is available from better game and hobby shops or direct from: Fantasy Games Unlimited Inc, P.0.B0x 182, Roslyn, N.Y. 11576 U.S.A. "$18.00 postpaid. GROUND & AIR EQUIPMENT equipment for use with Space Opera Including military aircraft, StarFighters, military vehicles, heavy weapons, and nuclear weapons. $5.00 postpaid. Coming This Month: MARTIGAN BELT ‘Adventure scenario for use with Space Opera28 THE SPACE GAMER reviews board ‘games, role-playing games, computer sures, video games, and game supple- ‘ments, We review play-by-mail games ifa reviewer is enrolled. We will review any science fiction or fantasy game ifthe pub lisher supplies a copy. We do not guaran: tee reviews of historical wargames. TSG ‘may publish a review of a game we are not sent ~ IF a reader submits a review. ‘The staff will make reasonable efforts to check reviews for factual accuracy, but ‘opinions expressed by reviewers are not necessarily those of the magazine. Games for which roviows have been assianed for received include: Amoeba Wars, Beyond, The C&S Sourcebook, Cults of Terror, Dark ‘Stars, Furioso, Galactic Attack, Glinmerdrft Reaches, Hazerd, High Cuerd (2nd Ed), The ‘Mechanoid Invasion, Nebula 19, Space Reid, The Starfleet Battle Manual, Star Frontiers, The Sword and the Stars, Swords & Soreerers Theves" Gull, Teilion Credtt Squedron, aod Universe Games for which we are currently seeking reviewers include: Applevids, Cartels & Cut ‘hvoats, Dergon's Dungeon (nd Ed), Demon's Run, The Dragonlords, The Hemmer of Thor, ‘Imperial Data Recovery System, Interstellar ‘Skimmishes, Oregon Trill, Sewers of Oblivion, land Space ce 2h ae Fake Bees a tiiy VL Capsule Reviews ATTACK OF THE MUTANTS (¥aquinto); ‘$8, Designed by Nell Zimmerer. Album game with S:page rulebook, 25” x 12" boud, 133 thick counters, and 2'reduced gameboard ref- ference card, stable for xeroxing. Two players, playing time 1 hour. Published 1980. “ATTACK OF THE MUTANTS should be ‘considered by players to be a rerun of one of the Grade 8 horroy/science fiction films, The cast fof characters should be familar, ws you ha ‘come to know thom ftom dozens of eld movies Tt seems that something has gone teribly ‘wrong in the “Big Melt Down of 1993" and the ABBREVIATIONS AC= armor class ADAD.= Advanced Dungeons end Dragons ‘AHL = The Avalon Ill Company ‘APA = amateur press assocation (sometimes action point allowance) BEM = bup-eyed monster CHA (or CHR) = chasis CON = constitution CCPM= control process monitor ep.» copper plece(s) R= credits) CAS = Chivalry and Sorcery CRT = combat results table (sometimes cathode ray tube, ie, TV screen) «d= die (346 means thee 6sided dice) D&D = Dungeons and Dragons DM = dungeon master (Sometimes die mod =) DOS = disk operating system DX (or DEX) = dexterity FHP = ev high priest, ep. = experience points) (sometimes eleetrum ieee) EPT = Emphe of the Petel Throne EL = Flying Buffalo, ne FGU = Fantasy Games Untimited FRPGG) = fantasy roleplaying (game) GAMA = Games Manufacturers Association GDW= Games Designers Workshop GN game master f2p.— gold pooo() hp. = hit points) TK = hits to Kill 10 (or INT) = intelligence KC Kilobytes of memory LGM little green men EK luck MA = movement allowance (sometimes magical) nilitary/mechanial apttude/ability) un’ monster rating (MU = magic user NPC non-player character O51= Ohi Scientific BM = play by mal ET = Personal Electronic Transuctor (by Com- modore) POW= power RAM = randomaccess memory ROM sar= SF&F SIZ se p= aver pieots) SPI Simulations Publications, Inc. SSR-= saving roll (Sometimes strike rank) ST (or STR) = strength ‘TAT = Punnele and Trols ‘HG = Task Force Games ‘TET = The Fantasy Trip TRS = Tandy Radio Shack TSR = TSR Hobbies, Inc. (Formerly Tactical ‘Studies Rules) LPP = Universal Personality Profile WIS = wisdom ZOC= zone of control science fiction and fantasy 7 VE few normals left are in the science building at Cental State Tech, desperately uying to warp {to an alternate Earth. They do so i they can survive 10 turns. The mutants ae, of course, ‘tying to stop them. ‘The game map represents a single building. ‘The humans usually end up fighting rearguard, delaying action. They are generally overwhelm fed by the sheer number of the mutants if they choose to stand and fight, The play balance is faicly even, possibly welghted in favor of the ‘mutants, There are any number of ways to even this out, however. "The game is very simple. There are no terrain effects, and no combat results besides “elimi- fated.” However, various optional rules and a temate scenarios are suggested, and itis easly possible to devise Your own. Ifthe same appeals {0 you, You should be abe to find atleast one scenario which works for you (Let me say a few words about component Aesigning. Yaquinto is once more showing its inventiveness in producing a fullsized game at minimal cost, This is one of their second-en- ‘eration slbum games, withthe game board stil folding in to become the “jacket” forthe other components, but this time there aze clsable pockets to Keep from losing any ofthe counters Let's hope they keep up the good work. End of ) ‘The graphics are distinct and colorful, ae ‘though i can be annoying that the counters are too large for some of the rooms, The game is probably worth $8, especially if eroatute‘ea- tures are your kind of show. — Derid Ledyman ‘A FISTFUL OF TURKEYS [Some Turkey Games" (Metaraming)}; $1.95. Designed by Some Turkey. This game contains one 21” x 16 sheet with the rule, 42 counters, and the rap all printed on it. Two player; playing time 30- {50 minutes, Published 1981, ‘This game simulates the strugele between turkeys and a deranged turkey hater, Billy Jack- al, The game takes place inside a turkey pen and play consists of Billy kicking, strangling, ‘rushing and shooting the turkeys. ‘The turkey player gets to peck and trip Bily. Play contin- ‘ues until either all of the turkeys are dead, or the game has laste 10 turns. ‘Throughout the entire game, humorous att- work and comments are tobe found, These are ‘the best qualities of this game Gameplay becomes extremely one-sided since the Billy player always has 6 combat op- tions and the tutkey player only has two. The ‘board. and counters mutt be reproduced and mounted on stiff board, ‘Allin al feel that this game isnot even fit fora beer and pretzel game. It posseses nothing unique or worth $1.95, It is, however, a ral “turkey” game. Tom Gordonnew games +free games good deal New games plus free games add up to a good deal from GDW! At the five major summer conventions, GDW will release over ten new games and give away hundreds of free games. For each new game you buy, you can choose one free game. Titles and quantities are limited, so make the GDW booth your first stop at every show. Trillion Credit Squadron Trenchfoot Traveller Adventure 5 Bullets & Bayonets in the Groat War ‘The Argon Gambit/Death Station A House Divided Traveller Double Adventure 3 ‘The American Civil War, 1861-1865 Assault Striker Tactical Combat in Europe: 1985 Rules for 15mm Traveller Miniatures Fifth Frontier War Marooned/Marooned Alone Battles for the Spinward Marches Traveller Double Adventure 4 Introduction to Traveller Invasion: Earth Traveller Book O ‘The Final Battle of the Solomani Rim Wer Deluxe Traveller Library Data Science Fletion Adventure in the Far Future ‘Traveller Supplement 8 Michicon X—Oakland University—Rochester, Ml—June 12,13,14 Pacific Origins— Dunfey Hotel—San Mateo, CA—July 2,3,4,5 CWA-CON '81-Northlake Hotel—Northlake, IL —July 16,17,18,19 Gencon East—Cherry Hill Inn—Cherry Hill, NJI—July 23,24,25,26 Gencon XIV—University of Wisconsin—Kenosha, WI—August 13,14,15,16 Game Designers’ Workshop PO Box 432, Normal, IL 61761 Look for GDW’s new games this summer in fine hobby shops around the world. Free catalog on request30 SURVIVAL | THE BARBARIAN (Task Force); $4.95. Two games in one, minigame format, SURVIVAL designed by Bob MeWil- liars; THE BARBARIAN designed by lan Liv ‘ngstone. One 13:-page 8/4" x 514" booklet, two 11" x 17" maps, 108 counters, reference shoot, ‘wrapper. SURVIVAL is for 1-6 players: THE BARBARIAN it for 1-2 Playing time 15 to45 minutes (SURVIVAL) or 15. to. 30 minutes (THE BARBARIAN), Published 1981. ‘This package contains two very simple pames. In SURVIVAL, one to sx crathvlanded scouts ‘tek crosseountyy, tying to reach a survival station before dwindling stores and nasty cii- ‘ters do them in; in THE BARBARIAN, Vsarn the Barbarian teks erosrcounty, ying to find sword-and shield arufacts belore wounds, and incomplete rules kl him “These {wo games ar all ight for introduc tory-level wargames, and are never represented 8 anything but, SURVIVAL i the better game ‘of the two: though by no means simulation of ‘anything, i still sports rules complete enough that they are not easly abused, allows options for variable numbers of players and variable ables of characters, and har a number of ‘scenarios available. It can be moderately amus- ing, and atleast permit certain minimal tactics hhow best to use your movement allowance to reach your goal in time, which weapon to use {many given encounter, and so on. "THE BARDARIAN doce act share these pluses A game can easly be won of lost mere- ly by the initial, random placement of the art- facts, curse and decoys. The very pame-turn se- ‘quence means that the barbarian forfeits time after time. the ability to attack offending mon- Stet. There are no zones of contol, yet the ‘barbarian counter may not move through an ‘opposing countcr, even if he would end up on fan unoccupied hex. SURVIVAL zouly hat few Bitches, except that a reasonably experienced tamer wil find very Lite challenge int Im short, a beginning gamer wil find SUR- VIVAL worthwhile; fort THE BARBARIAN. Aaron Allston SWORDQUEST (Task Force Game); $6.95. Designed by R. Vance Buck. Boxed, with 16: page (Boxed Fa) rulebook, 16" x 20" map, 108 counters, two charts, 2 dice, 1-3 players: playing time 1-2 hours, Published 1981, “SWORDOUEST 5 tasy game for one, (wo, or moze players, depict ing the quest to find the lost Sword of Lumina, the only object which is powerful enough to de stroy the evil Sogmoth* Good and Evil forces are Searching the towns of Trane forthe sword, for obvious reasons. Druids, as the potential thind force, are hoping to locate the sword and thus control the balance of power, In each town isa treasure, guarded by a monster or an align- ed fighter. ‘Three (out of 37) treasures are ‘swords; one is the Sword of Lumina and the ‘other two are counterflt, Returning a sword (9 ‘your citadel, and then ascertaining that ii the true sword, wins the game, ‘This is an update of an cari (1979) SWORDOUEST issued in softpac (reviewed in ‘TSG 26), 1 agree with the positive comments made by Broce Campbell in that review. The tame is, for the most part, quick and playable. ‘The components have been competently and pleasingly rendered. The background material s {enerally thorough and wellzeasoned, The rule book is well organized and fainy well ese cerenced, Task Force fortunatsly knows better ‘than fo change things just for the sake of change, ‘The limitations of the rules themsclves sil temain the biggcst problem, especialy in com= bal, “Withdeaw" and “retreat ae posible om: bat results, yet these torms ate never defined. Witudrawa characters may not renter combat in that tur, but may they pass magical wea- Ponty to another fighter? Do they more out of the combat hex? May a healing potion be used during combat, by the phasing player? BY the rnon-phasing player? Can fightels yet the benefit of more than one magical weapon at the same time? What fe the remlt of 2 7 adj) die roll or 24 column shife? (Neither ace covered by the CRT) May a victorious fighter take his oppe- ‘ents weapons while others ate tll fighting? [None of thee, or other, questions have obvious answers, and the questions will ome upright the most heated part of the game: when two major forces have engaged and the outcome hangs in the balance “There are other omissions (fr instance, the texzain type of the centormost hex, the Drag: onlir, is not given). Trying to fight a battle ‘when itis slowly becoming clear that the de- Signer never considered the situation is very frustrating. Ut is the designer's responsiblity, not the gamer’, to compose clear, usable rules; 1 submit that the designer has filed in tis re sponsibility. SWORDQUEST, in most ways, isanice game, at a reasonable price, tis not to0 complex for the new gamer, at which itis primarily aimed. 1 wish I could recommend i. IF you don't mind composing rules as you play, you might check ~ David Ladyman SUPPLEMENTS. Designed by Greg Stafford and Lyan Wills. 16: page, 816" x 11” battleboard, 85 counters, 50 dice chits. One or more players: playing time ‘ares, Published 1980. ust what it says on the label, folks. Not ea ly a gume but an inoduction to the fine at of role-playing. Chaosium produces the role-play: ing game RuneQuest, 50 it's no surprise that BASIC ROLE-PLAYING is oriented to that sy tem. Gane reviewers have praisee RuneQuest for its logial construction and coherent rues, s0-the aystem isn't 8 bad way to present role. Playing to novices ASIC ROLE-PLAYING docs it well. It teaches character generation, 2 simple combat syste tnd ives hints for beginning referees, style is concise, informative, hu Tustrate' the concepts. The cardbourd counters have impossibly cute stylized drawings. Ths is just what {-notded when I started roleplaying ‘V4 years ago. ‘Aye, there's the subi It ien’t 54 years ago, When Dungeon é Dragons gained popularity, 3 “Basie” version wae released. Tt wasn’t neces. sary — either you already knew how to play or Somebody was going to teach you, on Dungeons 4 Dragons of another game, Basle DED wasn't ‘even compatible withthe much publicized "Ad- vanced" yersin, Similarly, BASIC ROLE-PLAY. ING is too litle too late. RuneQues slong es tablished, des an adequate job of teaching role Playing, and there are now even more games to choos: rom. If you want to tach roleplaying to a very young, but literate, child, BASIC ROLE PLAYING is excslont. Otherwise, fo all its charm, it's not much use. Ronald Pek THE BOOK OF RUINS (ludges Guild; $4 Designed by Michael Mayeau. Supplement for Advanced Dungeons & Dragons (AD&D). 30- age, 82" x 11” booklet, Referee and one of more playert; playing time 4-2 hours, depend ‘ng on scenario, Published 1981. ‘THE BOOK OF RUINS consss of ten bret dungeon-type adventures sing Tour to eight ADAD characters Each adventure takes place {in a building with 3-20 rooms, and ls designed for characters of gion levels! Thee ars for It 3rd level characters, one for Bu-10Uh, four in bbetween, and one higher. Suggestions are gen for integrating scenarios tnto.an existing eam ign. “This book was a pleasant surprise. At fist lance, the scenarios appeared too shor, si- plemninded, nothing but slay-monsterszakedn- fabulousloot; characteristic of ADAD sdven- tures. But they were fun to play! The higher level scenarios fully challenge the powers of the sharacters and the tactical planning ability of layers: Scout ahead, guard your flanks, sup ort each other, or you don’ got out alive! ‘owever, each seenario only slay-monsters rake-inete. The low level scenarios are to0 short, the ADAD hit point system brings low-level characters instant death or instant viciory, and treasure i ur foo generous for what the charac- tersaccomplish ‘ADAD is billed a5 a role-playing game. THE BOOK OF RUINS has itl of that But if you take it for what i's worth — fast ection adven tures, for endom adventuses or prt of eam palen — and if you enjoy gaming whichis heavy ‘on the bloody combat, you won't be disappoint = Ronald Pehr GEPTOREM (Group One); $6.95. Designed by Group One. approved for use with Traveller One 814" x 11° book, 22” x 17” planctaty map, bagged, Two or more players; playing time in definite. Published 1981. GGEPTOREM is the Traveller adventure from the anonymous folks at Group One (oven a dt ot query fled to turn up any designers! names) This is their fourth so fer, though the introduc tion prociaims it their thd on alien worlds, Port Xenetath spparently not considered. & World, Like Port Xanataih and Pom Latol’s World, GEPTOREM is atually a setting for an sdventure rather than an adventure scenario as wat Mision t0 Zephor. A brief history of the planet and the peculiarities of its culture, the fypes of fauna which may be encountered, me- teorologial data, miltary organizations and some details of the ralors of the five nations of Geplorem are presented ~ along with maps and descriptions of the planetary defense centersand major cities — so that this information may bbe used by a referee to create his own unique ventures on the planet Geptorem. The planetary map of Geptoren is very jphically: full color on slick paper, Tmispect that a lage portion of the $6.95 asking price is de fo this map ~ along wit, perhaps, the gaudy ‘omicbookish cover. Several of the creatures alive to Geptorem are interesting, If improba- ‘le. And the descriptions of the cities and plan- tary defense centers, while stark, tend to be ‘more complete and accurate than those of ear~ ler Group One releases, Many of the ideas snd concepts presented display the potential to Simulate good adventures. Like previous Group One products, howey- x GEPTOREM is plagued by too many omis Sons. Guldelines aren't glven on ravine and quake results on the encounter tables. A "spec- [nl surprise” which is to occur on a certain dle rollin fopsy weather is never explained. How ther charts and tables are to be used often hat to be guessed at wel, items alluded #0 are rarely fully explained. Typos, misspellings and poor grammar abound. A further problem is ‘hat the planctary map doesnt seem to be in full agreoment with te listed planetary profile for one thing, thee seems to be far 100 much water, ie and flora for a planet with a hydro- sraphic rating of only “1.” The cities, too, seem far too small on their individual maps forthe sated populations. The rules booklet a bit sli for the asking price ~ and the rageed-mar fin typed copy of the rules sill sereams out amateur,” despite the improved graphick Group One could improve the quality of their products several hundred percent simply by Dind playtestng, taking the extra time to type thelr right margins evenly If they can't afford typesetting, and hising a proofieader with a 00d command of English grammar. "For cxetive Traveller referees who haven't the time to design their own worlds and cul furs ftom scratch, GEPTOREM might prove to be of use — even if itis somewhat overpa ed. Compared to newer approved-for Traveller tems such as High Posse and. the Paran Press supplements, however, the Group One ad venture delivers less than it should forthe price. strony advise G-1 to seriously consider my ove suggsstions to that they'll be able to.con- tinue to compete in the growing Traveller mar- ket, Witiam A. Barton IS.C.Y. LEANDER (FASA); $5.00. Design 4 by L. Ross Babcock Il. Approved for Tra aller One BA" x 11” coveeinformation shes, five 17" x 11" deck-plan sheets, bagged. Pub: lished 1981, “The LEANDER is the third in FASA’s series of approved-for Traveller starship deck plans Unlike the first two vewsels, the LEANDER Is an “lntestller (sie) commercial vese” rather than a paremilitary ship. The basic ship is a 6OO-tan "tu" t0 which Up to ton 200-10n car Bp, fusl or shuttle barges may be attached, As with eater FASA. releases, the deck plans ae Jaid out in onehal-inch squares suitable fr ee lating the movement of ISmm miniatures or FalPinch counters using either Snapshot or Athantt High Lightning rues. ‘The main feature of interest of the LEAN DER fe the ides of ite modular cargo bars. ‘This allows the ship to eany quite bit, yet leat the main unit highly manouverable vos sel (manewver and jump 6) should fight be- come nocoisary. That coupled with its arma ment ~ two missle turrets, four tiple laser tur. rete (beam, T presume; the designer forgot to Say) — allows ft to double asa fighting ship as well. This fea concept unique to far with Tray eller vessels, though i is reminiscent ofthe b te tug of Stor Fleet Bartes, AAs with previous FASA ship plans, there are probloms with the LEANDER, While not as in- Complete as the cartier Fenris ox, especialy, Tethys, the LEANDER i stil missing soveral pleees of vital information. universal ship prolile would have been nies, Tor example, si Ing owners the necesity of searching through the Traveler books to determine the nature of the ship's drives, powerplant, etc. A more com- plete table of symbols should have been provid 4, too. While tier diffleult to gues the "T™ turret, SMT" = mice tures and "E” » eleva. tor, their omission — when there was plenty of oom om the table — it 4 ate of plain slopp ness. Likewise, there is a ection telling what wll cause a console to malfunction, ut no mention of the effects of such a malfunction ‘The plans for D deck contain several erors imising letters oF misplaced explanations ~ and what litte information is given on the barges is ‘contradictory, Parts ofthe ship have been poor ly planned as well access for both missle tur rets are limited to 180 degrees of are when barges are in place, and one is entered through {Uetateroom (the gunners 1 would hope); and the “wardroom/santary closets" in the state- Tooms in lieu of freshets ate ridiculously small for the stated purpose, Overall, 1'd_hesiate IS.CN. LEANDER — or ils sister ships ~ for the price, A referee who has neither the time nor Inclination to desin his own ships for mink ature actions might find something ef use here, Provided he doesn't mind the omissions. Any- fe els ehould pass thi up and desi his own, to recommend the 31 FASA, if they plan to continue releasing ship plans, should elther lower their prices or dot Blecheck cach item for completeness before they ever send any out = Willian A. Barton ISPAM.V, FENRIS and S.P-V, VALKYRIE (EASA, B11 W. Tunior Terrace, Chicago, TL 160513); $7.50; Designed by L. Ross Babcock TI, Approved for use with Traveler. One 8A" X11 corer sheet, room details sheet, ten 11” x 17” sheets of deck plans, bagged. Published 1980, ‘The “Interstellar ParaMilitary Vessel" Fere is and its “solar Tighiing vores," Valkyrie Fighters, ae the subjects of FASA's second sot cof approved for-Traveller starship deck plans. Tike the Tevhys, the Fenris is blocked out inch squares for use with miniatures ter, Nine plan sheets diplay the 6 the Fenris while a 10th shows various views of the Valkyrie fighters, The cover shoot ‘describes the performance of the Valkyries ‘while s separate sheet explains various features ‘of each separate level of the Fenris, Additional {nformation, sch a6 4 history of the 300-ton exfieighter tured fighting ves, crew lists and weaponry, can be found scattered through ‘ut the plan sheets, Fons iy much more complete than Terhys. Weaponcy is spelled out precisely, The plans, while black on white, are shaspor and more dis tinct than those of the Fenris” sister ship. The Getsils of each room are better defined, The Fenris itself is a more impresive vessel than FASA’s frst offering, and would. probably prove more useful in the average Traveller cam pale than the Teds, HYPER BATTLE is the tactical space combat game you've been waiting for! 20-page rulebook realistic ally simulates ship to ship combat is hyperspace — simple enough to learn quickly. Comes boxed, with 160 die-cut counters represent: ing 8 different ship types. Includes 5 scenarios from the Alpha Centauri revo- lution. Fast paced — plays in 20- 60 minutes, Pick it up at your local game store or mail $5 to: FUTURE AND FANTASY GAMES 430 Sluyter SE, Kentwood, Michigan 49508 DEALER AND DISTRIBUTOR INQUIRIES WELCOME32 “There are still «tot of Haws, especially typos and mkspellings. The folks at FASA seem to think “Captain” is spelled CAPLAN as it appeass that way neany every time itis used, It isa bit difficult to reconele some of the deck plan layouts with the interior profile provided fn the fist sheet. For some reason, no interior plans of the Valkyrie fighter are provided at al, {hough five different exterior views are display ce, The 12g acceleration noted forthe Valkyrie ie jut a bit farfetched, too, placing it at high er tech level than any other space vessel cur rently existing in the Traveler universe, Exeept in-an engagement with an actual naval task fore, use of the Fenris and ite fighters could ‘easly unbalance many 2 well-planned situation. ‘Overall, I fel the 1.SP.M.V. FENRIS to be just a Bit overpriced for what the huye i actu ally gettin. Fora referee who wants new ship plans and doesn’t have the me or skill 0 cre- te his own, FASA’s creations might come In handy. Otherwise, it would probably be better todo your own, Wittiam A, Berton LEGION OF GOLD (TSR); $5.50. Designed by Gary Gyeax with Luke Gygax and Paul Reiche Ill. Adventure for Gemma World. 32- page adventure book and ref shield with 6 maps. ‘Two or more players; playing time indefinite Published 1981. TLEGION ise deats with « mysterious army ‘of golden, glowing warriors ravaging the cour: luyside atound the Grest Lake Mitchigoom, Mintadventure 1, in the same book, concerns on to fewue the victims of a nest of ‘The second and third minadven tures involve the exploration of a group of tuined survival shelters and an underwater lab- ‘ratory fun by rogue androids. New creatures, ‘weapons and equipment and two new “trea fure™ tblos have been ineluded for use with this module — all of which can cally be inte ‘uated into any Gamma World campaign. Sev ral maps, including a players? map and a more complete ‘GM's map of the area surrounding Great Mitchigoom (though no ruins labeled “Geneva” are pictured) complete the package. ‘There ace several points of interest in LE GION OF GOLD for Gamma World players. ‘The Barony of Horn, which controls the area, an provide a fertile spawning ground for many further adventures beyond those esential to the modules sot excuttons. Several ofthe new creatures. are quite interesting, expecially the motant Katkine and the Deathmoss, And the fddition of pistol, rifled muskets, ies and Shotguns to the more futuristic Gemma World Weaponry adds a touch of realism a la The Morrow Project Thete are unfortunatly, a few strong AD&D overtones ouking into tis module, Also, thre fe a couple instances of mising info, and some ‘moderately outrageous jokes ~ such as the dir covery in one of the deserted shelters of aerate marked “Zawort2” (but no awful green things, thank goodness!) Overall, though, LEGION OF GOLD is « worthy effort and can easly stand withthe Best OF TSR’s DAD modules. It should make Gan ‘ma World fans more excited about the game and. may even draw some who have been less enthusiastic to give ita ty a wel William A. Barton NYSTALUX (Group One); $6.95. Suppler rent approved for Troveller. One 82" x11" T8-page book, 22" x 17" fullcolor map. Num- ber of players and playing time indefinite. Pub- lished 1981 NYSTALUX is the fourth in Group One's series of alien worlds, Like most G-1 adventures, there is no set scenario. Rather there are deerip- tions ofthe planet, It inhabitants (an insectoid race known 6 the Seda) its fauna and the ‘main cites of Nystalux. There isan added ele- ‘ment fo this adventure ~ a downed pirate ship Which the “Brain bugs” of the Tech-6Sedas ae examining, As the Sedas are descibed as un- friendly to steangers (the pirates teed to Kill then, the GM-may derive a scenario from the danger that they wil learn the ship's secrets (tudes of Starship Troopers! "The Soda are an intcresting race as first de- scribed, more like T onvsionod members of GDW's'misnamed Hive race than anything ees Though I do wonder about those eating orifices fom the backs of their heads. Seems a bit in robable biologically. Some of the new animals Seem similaly far-fetched but would make for interesting situations nonetheless, The map adds atl to the appeal, too Gust make sure you're ‘Wearing sunglass the fist ime you look ai). NYSTALUX, unfortunately, suffers from ‘many of the problems that have marred Group One's products from the start: too-umerous typor, the omision of necessary information, the amateurish ragged-typewritien appearance of te rules, ee, The omsons, atleast, ae not as noticeable as in Geptorem, so maybe Gel is Showing some progres at lst. However, this a venture is somewhat overpriced, even with the ashy graphics. Thee are problems her os wel, the map In my copy has several brushmark-ike streaks across it and some of the colors seem fut of register. Iwas quite disappointed, to, in the city and cultural descriptions: The facilities for the Seda sound in most cases more suitable for Earth humans than alioninsectoids. NYSTALUX will probably prove useful to some Traveller referee. Those who area ttle ‘hort on the cath or who'd rater create thei ‘own cultures from seratch rather than have alter someone else's, may wish to pass on this = Wiliam A. Barton SCOUIS & ASSASSINS, 2nd EDITION (@aranoia Press); $3.00. Designed by Donald P. Rapp. Approved for Traveller. One 5A" x 84" 20-page booklet with 11” x 17" two-color deck plan insert Published 1981. ‘The second edition greatly expands and re- vises the character generation system for the scout service, making the book, in essence, 2 Whole new work. Additions include a. third including voriou® Snipboard and Planeuiée Sco- sarvice branch, Surveillance, a ranking «ystem Inrios. ‘Designed and Approved for use. with for Scouts in the form of “pay srades." and re- Traveler tm “x 94" th olor map which shows Stellar Locations, Political Divisions, and Jump Routes in the Sector. Eight ‘ignficant planets are mapped deal onthe back 'n'32 page Guidebook Is also included. Designed and Anproves torus With Tavallar sm. $595 = $17.98] Decatur, IL. 62522 vised tables to reflect the new features of the ‘second edition, The Unfit for Service section has boon expanded, The information on Delta Research accompanying the Serpent class Scout ‘Ship plans has been updated. With this new ediuon of SCOUTS & AS. SASSINS, the Scout service bocomes an oven more desirable one for aspiring Traveller char acters, offering even more skills and benefits than ever before. The new method of roling tach term to determine in which branch the Scout will serve is nlee touch, too, allowing for more variety In asigaments and a wide? range of avallable ski. The new Scout w form and special sevice identibuckle open up some intriguing possibilities for campaien use Unfortunately, the second edition is not completly perfect, In Ute process of revision, few flaws seem to have crept in. The most ser ‘ote omission fe that of Gambling sill With no provislon for acquiring Gambling, the higher levels of the Cash Allowances table ae unat- tainable when mustering out. A lesser problem{s the substitution of the Ist editon’s automat fe Pilott skill {n Rate Training with a roll on the 30S table in the new edition. It is conceiv- able that a Scout may never gin Pilot kil This can cause problems ifthe Scout is assigned to Exploration or Surveillance In spite of such oversights, SCOUTS & AS- SASSINS, 2nd EDITION, isa very profesional work, worthy {0 sland lonjnide GDW's own Traveller materials. Even if You own a copy of the fist edition, I recommend the new on you'l find enough new material to make it well, ‘worth the price, = Wiliam A. Barton SPACE OPERA GROUND AND AIR EQUIPMENT (FGU); $5. Designed by Faward E, Simbalist and A. Matk Ratner, One 85" x 11° 38-page rulebook, Published 1981, This is the fist supplement to “the most complete SF role-playing system ever publish fo” GAE covers military hardware and heavy systems, along with ateraft and space fighters, 8nd Goss indeed push Space Opera closet to its designers’ claims. of completeness. GAE lists and: describes 133 ARVs, 63 aircraft and 18 ‘pace fighters and bombers of the different races, and nationalities of the Space Opera/Space Ma: Fines niverse. Additionally, it adds to the pat ft system ules for air combat, nukes, CBW, flamers, calliopes (ant-mislshell energy pro jectors), missles, scramblers, nuclear dampers, ‘romadet, antclank and antearcaft fire, loc. teonic warfare and other military (actors. Some ofthese are derived or taken straight rom Space ‘Marines, others ate. new even 10 that system: the Heliburner and Planetbuster thermonuclear weapons, for instance GAE is much better organized than $0 and seater poins were obviously token in proofiead- Ing. While dere are sil a few bad typos, these elaively easy to figure out — unlike $0 whole sections of vata information were Omitted or typoeraphicaly. mutilated beyond recoition, Most of the vehicles and sirralt are wellconceived und presented, and many of the AFVs correspond closely with those given in Space Marines. The Union Guard Continental Siege Unit (ead “Ogre") of Space Marines, for example, i easly recognizable at the Tern light CSU Thot in GAE. The only differences se aight variations in weaponry and better ar hor in the GAE veisions. The GAE alrciaft, However, are quite different from those in SM. But by adjusting the SM aircraft tables, they’ be ‘come compatible enough to complement rather than contradict the mote Tully described GAE ‘GAE sil displays some problems, Pm afraid Some seemingly minor — but nevertheless im: portant — bite of information have een over looked. The vehicle hit table, for example, iso be used interchangeably to determine hit loca: ont on both AFVs and sitcrat, The table, however, is sct up in terms of AFVs only, so that one is Itt to wonder how io administer a turret hit on a urreties airplane. (The answer, fiom SM, is that a turret hit on a plane is con- ‘Sdered a crew compartment hit) Several ofthe farts and tables are likewise let unexplained, 0 you will need Space Opera to help you deck ‘her some of these. And whoever decided to picture sarfighters as sweptwing jet aircraft Should stick to lustating historical rather than SFeames, veal, 1 would rate GROUND AND AIR EQUIPMENT as an indispensible play sid for military inclined Space Opere enthusiasts in ‘pite ofits Maws. Those who use Space Marines rules Yor their mintature play should find Ita ‘sof {ool as well: Now ~ if we could only get an eraia sheet Tor Space Oper, we could realy tse GAE, Ate listning, FGU? = Wiliam A. Barton TEMPLE BOOK 1 Gudget Guild); $3. De signed by Bob Bledsaw and Dan Haute, Ply aid for any FRP same. 62pape, 84" x 11” book: Jet, Paying time and players as for game used, Published 1981 This booklet provides instant physical lay: juts for temples that fantasy characters might encounter. There are 45 unique floorplans, cach showing 2 single structure, and § smallerscale floorplans showing groups of buildings. AIL ae drawn on a square grid background, ideal for plotting movements of characters if you assen 2 scale to the grids, For temples that are going foncemns, Instead of merely explorable ruins, thore ae numbered chart allowing random dies rolls for such things as temple caremonies, arti fete, and guards. Whoever drew these maps missed a callin is interior decoration, Temples rangs from rude stone squaresand tens, to buildings with enough rooms to have a dungson adventure. For those referees who can't draw straight ines with a ul ¢r, and/or put ther creativity into character in teractions father than constricting maps, hit booklet would be cheap at twice the price The random chart collection inevitably be comes repetitive, and using the rolls from sever al together an give incongruous results, That's ‘basic problem with any set of charts these just Seem to be more random than most Judges Guild products “Although thi is “for any fantasy campaign” there's @ definite D&D bite in the charts, But you won't buy TEMPLE BOOK 1 for charts, You'll buy i for $0 pages of maps, which aze tumble in any game; there'll be at Ieest one to fit any elven adventure you've conceived, Those who benefit from this typeof game aid will lot of that benefit from TEMPLE ROOK I Ronald Pek? TULAN OF THE ISLES (Midkomia Pres); $6.00. Designed by Ray ond Feist and Stephen ‘Abrams, One 8” x 11” S4-page book und LT x17" dey map. Published 1981. ‘TULAN follows the same basic format as Miakemvia' earlier City of Corse, providing In- terior maps of specific areas of the city keyed {o tho overall map and listing and then explain. ing each structure of site shown. The book aso Includes specific deseriptions of some of the more inceresting characters an adventurer visit ing TULAN might encounter. Each is keyed to acetals area of the city: Le, Poot, Rich, Mer thant or even Anywhere. Some of the history and social order of the city is outlined as wel, as Midkemls begins the process of drawing theit ‘current and futuze releases nto consistent im- syinary country, Because TULAN is designed to be usable with sny roleplaying system, the stuthors incde a section of general notes on comerting characters, spell, monsters, etc ‘om the Midkemia sytem ue to be released as another FRPG later on) into other roleplay= ing systems TULAN OF THE ISLES is a well-conccived work and should. prove quite vseful to CMS tho don't have a lot of tne to st down and txeate entice cities for thelr players to vst, sack for othervise Interact with, When used in con: Junction with Midkemis's eaves Cities book (hough this isnot necesary), TULAN wil pre- sent countless opportunities for adventure. The lime and effort the authors have put into TU: LAN is evident ~ if only from the fact that, ie] fo) a ea I ry a E ie iy es a I oa oe Sota ey Mend34 hough clearly shot from # typewstten rather than typeset manuscript, time has been taken ‘to justify the right margin of the type, giving ‘the product a “ican” look that other compan fes would be advieed to emulate, Another nice touch on the part of the authors is that certain scribe, allowing touches of in Gwe version of the city. Other than the fact that TULAN sports no brothel for weary adventurers so inclined, I see few problems with the book. ‘The illus tions area biterude and some of the abbrevia ‘dons and symbols can be s litte confusing at times, but these are not serious aws. The suldelines on system-tosystem conversion a rather sketchy, a0 that players of some games may have to uie thelr own Ingenuty in fitting Tulan's inhabitants into. their universes. The ‘most serious flaw 1 can find i in the listings of ‘other RPGs the authors feel TULAN would be ompatible with: Traveller is Usted as a TSR product! TULAN OF THE ISLES wall undoubtably enhance any fentasy roleplaying game with ‘which i is used, Unless you abhor “instant eit- Jeg)" it deserves a place in your funtasy brary. Wiliam A, Barton PLAY AIDS. D&D OUTDOOR GEOMORPHS SET ONE: WALLED CITY (ISR); $4.00, Designed by Gary Gygax. Play aid for D&D. Twenty-two 514” square geomorphic city pieces, eleven 24" x 10)” sembgcomorphic pieces, and four pages of city guidelines. Published 1977. With this set of city plans a DM can con. struct a fainly large walled city in a matter of ‘minutes. OF cout, he hat to populate the ety and add special details, but the time saved by Using these eomorghs ib enormous, The various ‘walls, towers, buildings, and other structures are easly mapped out in blue on durable, white ‘a1aph papers Al Uhe DM has to do isto careful Ty cut along the marked lines snd then fit the soe an! tanga pce opis ina ‘most any fashion he destes, A small, but ve ef, ourpage booklet of eiy-builing plde- lines included, “There relly ist much wrong with this set of geomorphs. The only things that annoyed me were some unexplained shaded areas and ‘the fact that the set isn't as large as ' like i be 1 would recommend these city geomorphs to almost any DM. Kurt Butterfield DUNGEON DRAWINGS (Dungeon Draw- ings, 3813 Stonewall Cl., Independence, MO £64053); $5.00. Designed by Rosell MeCor mick. 30 512" x 8)" black & white sheets in a ape folder. Published 1981 ‘This product consists of a series of Uhustra- sions depicting a wide vrlty of dungeon rooms and corridors complete with farnishinys and febris, Apparently, the dungeon referee i ex- pected to desien some of his rooms, pasage- ‘ways, and monsters around the lems pictured, "This gives the ro alot of freedom to mold the dungeon as he ses fit, and gives his imagin- tion ¢ swift kick, That's the redeeming value Of this play ald; ts crammed with ide However, 25 good as some of the ideas are, the execution falls far short of acceptable lim: its The artist needs to learn few bese things like anatomy and perspective. I belive many game masters could do.as well or better them selves without shelling out five dollars. The log- ic, too, s questionable. Some rooms ae fairy empty while others are crowded with items feattered about without rhyme or reason, Unless you area game master who is VERY ‘hard up for ideas I cannot justify the purchase of this play ald. The childlike graphics and cheapness of production make this set almost ‘worthless. = Denis Loubet DUNGEON GEOMORPHS, Sets 1-3 (TSR); $6.00. 15 pages of 84" x 11" geomorphic maps, his instructions, Play aid for D&D. Published 41980; the three sets of geomosphs were origi ally published separately in 1976 and 1977. Each sheet of this booklet can be divided into two square and one rectangulat map s8¢- tions, partially comorphie (not every coridor wall connect with every other, but at least two alvays will). No seale is given; the maps are covered with 44" gridsquares, and one square could be taken as anywhere from $ to 20 feet. Ten feet would probably be about what was in- tended. ‘These would be nice for any DM needing to whip up a complex level in hur. They are keyed well enough that a ven layout could be (quickly. writton down for later uso — and, a8 ‘he ad blurbs sy, 45 geomorphe pive # lot of possible combinations! Variety is 200d; we have Some areas of many ordinary rooms, some of ‘oddball rooms, and afew of cavern rooms. ‘The only real drawbacks the choice of col- ors all the maps are printed in the same light ‘ue ink, which makes them hard to read, Tho ‘At the price, the DUNGEON GEOMORPHS are nice, But not a “must.” There are several Such preducts out now, each ina different scale and with slighdy diferent uses. Compare be fore you buy anything. = Steve eckson DUNGEON TILES (Task Foree Games); $9.95. Designed by Steve Cole; at by A. J Belflower. Boxed set of 108 diecut couriers OB" square), a Si” x 8A" card that cuts apart Into ladders and doors, and 8 8" x 11" card stock sheets, die-cut into the “dungeon ties’ that give the set ts name, There are 72 tes 24" square, and six larger ones, Also included isa4-page 816" x 11" rulebook. Any number of players; playing time indefinite, Designed 1981. This is another play aid “Yor use with any fantasy game.” The DUNGEON TILES are in- tended for use with miniature figure; they ean ‘be set on a table to represent the paths and rooms that chatacters pats through in 4 RPG. Thcluded ate a set of movement and se rules. Unlike TSR's Dungeon Geomorphs (ce viewed this issue) these are play ads forall the players, rather then maps forthe GM. “The art on the Ules themselves is nice, done Jn fll color, Stone dungeon floors, litered with (occasional bones, anda few nice spiral stairs. Most of the use players get out of this sat will be om these tiles — theyre pretty. The die-cut counters ate adequate, but no- thing to get excited about. As for the shet of ladders ~ this is obviously an afierthousht, tnd may as well be tizown out. You ean draw better doors and ladders yourself, The rules ay ‘outa brief movement and combat system — ba- ‘ically a heavily modified DAD. This seems to bbe workable, Dut few Gh are likely to throw ‘out their own methods to adopt it. It will be Just at easy to us the tes with your own com Dat system, as Tong as that system is square- bated rather than hexagon-baced, mn all, moderately good product, and use- ful for GMs. But Ihave to say that I think its selling for about twice what It out (0, There ‘was no need whatsoever to put it in a box! If ‘only the tiles, and possibly the counters, had been supplied, along with a baz to hold them, the set Would have retained 98% ofits worth, 1nd could have been marketed at a more re Sonable price = Steve Jackson ‘THE FANTASY MASTERS’ CODEX 1981 (tetagaming); $10.00. Compiled by Bill Gus {afson. One #4” x 11” 120page computer. Printed book. Published 1981. “The CODEX contains not only an index to all TPT materials published through 1960, it fio includes liste of the talents, spells, magic items, potions and equipment each’ sorted several ways — a DX adjustment table, a table (of saving throws and listings of jobs, aces and monsters. The CODEX also. reproduces the character sheet and weapons tables fiom ITL ‘and AMC and has a question-and-answer section at the beck. The index provided with the CODEX will undoubtably prove invaluable for TFT players and GMs alike. In addition to its stings ftom TTL, AM and AW, there are several for The Treasure of the Siher Dragon, Melee and Wiz. ‘ard and atleast one cach for Tollenkar's Lalr ‘and Death Test 2. Though supposedly included, if the index contains any references from Death Test 1 and Grail Quest, V haven't found them yet. The DX adjustments and saving thiows tar bes ate helpful, too, though their inclusion on we Justacleased Fontosy Mestes’ Sereen cet tain lessens ther usefulness hee Unfortunately there are many problems with ‘the CODEX, not the least of which is its $10 Dice tag — tree that of any of the TFT rule-books, Tre, it has more pages, but considering the computer printout format, there is much Tess material for the price. Some of the lists sn the CODEX don't seom necessary; we already have talents and spells serted by’ 10, for in stance, Some of the groupings in the sections fn race and monsters seem arbitary and inap- propriate, Why aze Neanderthals prouped with Hydras and Octopi? Or Unde Teoth and other tea boasts with different types of Mushrooms? ‘And why Bother with a Listing for height and ‘ight of monsters and races when no values tte ever given? The CODEX ite could use a beter index. The constant stop-start sequence ofthe page numbering is annoying, too. Pleas, Metaaming, number your pages normally if you intend’ future editions ‘of the CODEX! ‘While the index 10 TET is quite useful (nd ‘ould have been released separately at alower pric), what Metagaming seems to have with THE FANTASY MASTERS’ CODEX 1981 is foo ite for too much, Unless you have to have the index, 'd recommend you grit your teeth tnd wait for THE FANTASY MASTERS" CO- DEX'I982, which hopefully will be typeset and coat eas Wiliam A, Barton FANTASY MASTERS’ SCREEN (Metagam- $2.00. One 25)" x 11” thiee-folded thin Cardstock screen, backprinted. Published 1981 My biggest disappointment with Metaear: ing’s The Fantasy Trin: In the Labyrinth role Paving system is that it was not released as oF Iglly advertised — boxed with color maps nd counters, 2 GM sereen and other accessones fn addition to the rule books, We still don't he the maps and counters, but at last Metu fing har seen to release the FANTASY IN. The FM SCREEN con- tains, on the GM's (FM's?) side, all the impor tant tables and information necessary to referee a session of TPT: turn sequence and actions, time required and reactions, savings throws and dexterity adjustments, movement rates and to higto- mise rolls, experience and equipment) ‘magic items/potions costs — and more Virtual Iy every chart and table from ITL, Advanced Waard and Advanced Melee ~ plus many the three books overlooked ~ are reproduced here except the weapons tables spell tables and tal Ents, And the weapons tables, along, with dam= age based on strength, appear on the players? Ne. Te’s extremely handy to have allthis infor- mation at the GM's fingertip, rather than a Ing it spread out through the three books. A lot of time previously spent flipping throueh page fan now be devoted to play tne instead. The chart of DX adjustment is especially welcome fe this i the fice time all the various adjust ‘ments toa character's dexterity have been com- pled in one place (other than the much more ‘xpensive Fandasy Mesters’ Codex). The same foes for the chart of saving throws. The pres: tence of these two tables alone make the SCREEN well worth the price, Some errors do. appear to have crept in, though. The savings throws for traps seem in complete: no mention is made of how to diz tum one, for example. The smaller of the two Saving thzows tables should have been explained, since it's a bit cryptic ass (Mhough it shouldn't fake long to figure it ou). The presence of two different experience charis could c1ute some Confusion until the GM decides whether tostick With the orignal oz ewitch to the revised. And there isa big contradiction between the Actions and Movement chartea¢ to whether a crawling man ean change weapons ot move half hiemove> a5, ment allowance after standing up or can only Hand up at his only action, The movement chart tayshe can only stand up. The aetion chart say otherwise, From what I recall of the rules, the ‘movement chait isthe coxect one, though i's Possible I missed a revision somewhere Regardless of what errors di creep in, the FANTASY MASTERS’ SCREEN is un item no ‘TFT GM should overlook. Pick it up and never again will you be forced to use an old notebook Of (or shame!) a DAD shield in your Labyrinth fessions. And now, if only we could get those ‘maps and counters. . = Wiliam A, Barton MINIATURES ‘THE EVIL LORD (Rat Partha); $7.98. Si piece fantasy miniature set in 25mm, Released 1981 This attractive set forms a scene that might appesr on the steels of & fantasy ciy. Four hulking subburmans bear 2 pentagonal liter, on Which is seated a powerful wiatd. A concubine and a Ieopard lounge beside him, under a bik Towing canopy. Assembled, these is more than three inchet high, and about the same length T really like the concept, and the execution is nice, The figures are not as finely detailed as some Ral Partha has put out, but they‘ better than hobby average, The four servtors are idem ‘eal castings and eannot be changed i he liter is to remain stable. This in tas big drawback as it might seem, because once the sot is paint 4, the focus of attention Is on the Wizard and his companions ‘Allin ll, 3 nice set Not a lot of use i every day play, but a great showpiece, and 2 good Ingpltaion for a specal encounter. ‘Steve Jackson (Oru FOR THE VERY LATEST GAME NEWS & INFO, READ GAME MERCHANT! SUPPLIMENT maps, Tired of fighting for the last copy of GAME MERCHANT ? not only have your copy mailed directly te you, but alse receive the SUBSCRIBERS ONE YEAR sus. GAME MERCHANT - POB 10068 DET. MI 48210 ‘Subscribe and Features will include game previews, news, earteans, pasters & fun. 58.0036 ‘COMPUTER GAMES ACTION & BUMPING GAMES (Creative Computing); $24.95. 32K game package on disk for the Apple I. (Also available on two fawettes — $11.95 exch.) One player; playing time 10 minutes, Cannot be saved. Published 1981 This package includes ex games — Bumper lacks, Obstacle Cource, Hustle Jr, Moto Jump, Mine Rover and Road Machine. Ail amount exercises in eyeshand coordination, brightened by judicious use of sound and eolot. Many lev- ls of difficulty are possible. Its hard to find any thing to erticize about this package. The worst I can say is, some of these games ate highly adgicive, God knows why we play these things — but if you enjoy MONSTER MASH & BATTLESHIP @ficro: 80 Inc); $12.95. Cassette forthe 16K TRS80, One player; plying time less than 10 minutes Published 1980, These two programs ate available on the sme tape. MONSTER MASI has the big "monster chase the small “player” around and around an We've got the world’s largest tine of computer games. Over 400 in all ‘Theyre on cassette and disk for eight popular personal computers: Atari ‘Apple, 11 99/4, PET. TRS-80, Sorcerer ‘Sol and CP/M, From A to Z, Action Games to Z-Chess 1, we've got ioads of bestsellers inclue ding "Super Invader’ for the Apple, Complete line of six Adventure games, Backgammon, Milestones and Cyole Jump Not only that, we publish the best- selling books, Basic Computer Games land More Basis Computer Games with ‘ver 500,000 copies in print ‘We've also got a nifty board game, Computer Rage, sets of three binary dice, ‘acrobatic toy robots, T-shirts and lots of other goodies ‘Youll fing comprehensive descriptions ofall of our software, books, games and Derioherals in our huge 48-page catalog. Msunique in the smallcomputer field. For your free copy, write or call us today or Girele our number on the reader service card Computer Games! How can we tell you about 400 computer games in one advertisement? ‘open maze, The monster is generally faster than ‘he player unless the player runs, Running tres You. The game ends when the monster "mash= "vou, Victory is measured by duration of survival ‘BATTLESHIP resembles the Milton Bradley ‘ame, Two players set up “ships” (consisting of fone or more adjacent blocks) in a ton by ten Fld. Neither player sees the other's setup, Each player then cally out one of more individual {Eide in an attempt to strike Cine") al the op- Ponent’s chosen ‘blocks. Every hit is reported but the shooter i not told Row big the ship was Or where the rest of the ship es. The computer In this game takes the place of one player and will both set-up the grids and inform you of is shots and your hits The computer plays a pretty good sume. ‘All in all this iu very good buy for kids ‘The games afe simple and well done, However, ferious. gamers will quickly find these games = Jon stshcon TORPEDO FIRE (Susategie Simulations): $59.95, 48K Applesoft disk by John Lyon and Joel Billings, Box ineludes page rulebook, 5 charts and reference sheets, 2 fbze-tip markers and one protractor. 1-2 players; plying time 3 hours Published 1981. ‘The subject x a natural for computers — a limited inteligence simulation of a submarine attack on a convoy. The game can be played Solo, with the computer controlling the subm- fines, or it can be played against on opponent. The designers candidly list. two boardeames — Submarine by “Avalon Hill and Up-Seope by SPI ~ in the bibliography. (This unosval and ‘Super Invader features superb high: resolution graphics, rail-biting tension and hilarious antics by the moon crea: tures. creative corepatirg 39 East Hanover Ave. Morris Plains, NJ 07950 Toll-tree 800-631-8112 Tn NY 207-540-0445, forthright step is worthy of emulation.) ‘There are a number of atcactive features. ‘The graphiet ate beautiful. The error tapping fs generally efficient, if rather cumbersome. The “execute” command, which allows dry run of your turn, displayed in sequence, is very help when it works Unfortunately, there are many Aaws, more than I can conveniently Uist. There is atleast fone genuine bug inthe search subroutine — and {tis very iritating to have the program exash a ‘couple hours into the game. The exo Lapping fomehow missed the “fie surface guns” order ‘once you enter that, itis graven in stone. ‘Thi net fs double Maw, since tis imposible to fice the surface guns accurately without the se of trigonometry | might be able to forgive allthis ifthe eame were enjoyable, but I did not find it so. The Convoy player spends most of his time chasing sonar ghosts and killing fish, For his patty the submarine commander usually misses with his torpedoes. This might be realist, But it makes {fora dull game. On the other hand, the victory conditions are highly unrealistic. The convoy ‘commander gets no points for preserving his ships, only for sinking submarines. If the con- voy clades the submarines eniely (a distinct possibility), the resulta draw. cannot help Dut feel tht Strategic Simula- tions has taken a wrong turn somewhere. | hope they find their way again soon. ™ Forest Johnson PUBLICATIONS [ABYSS (Ragnarok Enterprises, 1402 21st. NW, Washington, DC 20036). $1 lsu, subser tions $S/vear (6 iesues. 19-page, BA" x Si soft cover magazine, Editer: Dave Nalle First published 1979, "ABYSS print articles on all aspects of fan- tasy roleplaying, There ate narratives of game adventures, new monsters, characters, and mag- ic, and modifieations to combat and magi. Most arises relate to Dungeons and Dragons. Pay- tent i in credit (ABYSS subscription or other Ragnarok gaming products) "There are many good ideas here. Those who play D&D, many of its incumations or variants, Will get as much inspiration as from the larger, Slicker magazines. There are critical hit systems, size modifications, social systems, adventure feconarios, and exellent additions to the New Yegarth Rules, What? Now Ysgarth Rules?? That's a game published by Ragnarok Enterprise. tts a D&D Spinoff, roplete with attack ratings, weapon Skil, spell points, and other things. 1's got lots of charts and formula, is teally less similar to DAD than other wellknovin games, and rather more losical than some, Only, New Yagarth ules ist wellknown, So, ian ABYSS atiele lists attack/defense ratings for a monster, or breakdown of skill pointe, that article is wasted fon most gamers. ABYSS isn't going to attract, readers if it has many articles they don’t under- sand, Physical deficiencies don't detract; the price 4s fair for the amount of hard copy. The pub- lishers are erative, doing their best onan abyi- ‘ously miniscule budget, but iis dificult to ree~ ‘ommend a magazine which won't please the ‘majority of gamers. ABYSS i trying to expand coverage of the gaming field, but to date most fof tho writers have limited themselves to DAD ‘or New Yegordh Rules. If you've got ideas on ‘other games, write something for ABYSS; if You're carious, buy a copy. = Ronald Per37 THE TRIBES OF CRANE The Tribes of Crane may be entered for $10.50 which includes the first two ures, et up tun, a rule book and all necessary material (except relurn postage). There ater, turns are $3.50 each A rule Book may be purchases38 BREAKOUT (Confit Simulations of Aus. tralia; cover price $2.00. For subscription formation, contact MSP. Ltd, 18 Fonseca St, Mordialoe, Vitoria, Australia First sue 1981 This the fist serious wargaming publica tion we've seen fiom "down under.” though ‘Australia and New Zealand havea thriving game hobby. BREAKOUT number 1 is $15" 836", 46-poge magazine, well typeset and printed. Tt makes an effort to cover the entre wargame hhobby; thus, the lead arieles cover CV. and Napoleons, the fltional lees is SF, and the four columns cover, respectively, true battle incidents, DAD, plastic kit building, and in dusty news. (hope I'm distinguishing articles from columns properly; i's hard to tel ina first issue) The news is more up-terdate than tat in some U.S. magazines! ‘On the whoo, » erediteble effort, The mix ‘of materials is good for the hobby at lnge, and the general quality is high. The reviews are per- ‘ceptive. Some of the artices are overwritten — a litle more editing was ealled for ~ and the pages ate gray. No ilustrations ~ just ads, one ‘map, and lots of small type T look forward to seeing further isues of BREAKOUT, The perissue price from Austa- lis might be’ prohibitive for some (ao alemall prices were gven — write and ask) but for PBM U UNIVERSE I (Clemons and Associates) Company News, All four quadrants are still operating at capacity, Anyone wishing to join may request that their name be added to our Walting lst. New ships are assigned as openings develop. ‘Quairent I. The war between the Imperial Australian Star Fleet and the Holy New Zea- land Alliance is still raging in the area round Mufiid, ‘The headquarters for the British Em- ise was destroyed by the flagship of the UFO Allanoe Quadrant 11, The Foundation continues to spread ils influence throushout the quadrant. ‘The ducl between the Phalanx and the Fieat= tow hus foreed both to break off the battle for repairs. ‘Quedrent Hil, The Terran attack on Ardy feoms to have beon delayed. A group of Teran ‘Sarshis has been siven oficial privateer status by the Muar Fmpire and are identified as Muar Raiders, ‘Quadrant TV. The Unity Alignce is contin ing its massive buildup by establishing more col ‘nies The Excelsior has destroyed another star: ship and appears to be caving out an empire. fon Clemens STAR CLUSTER OMEGA (CT Simulations) Rules Clarifcerion, Salvage Technology a: lows a player to savage the remains of destroy. fat fighters, ship, and orbital defenses only. It does not apply to Trooper loses Game News. The MARS sliiznee f& under heavy attack, The homeworld of one member ‘was captured, but Magic Kingdom totally de- stroyed the Sunfie fleet which attacked his homeworld. Several empires in Dimension S00 ate approwching the ability to travel to adjoin- ing dimensions and the Kosmoleans fear that this will only sesult in more strife and death, Defensive alliances should be formed in all dt club library, I think this one would be worth- while, = Steve Jeckson INTERPLAY (Metagaming); $9 for 6 bie monthly issues. Edited by Trace Hallowell. $i X 8M," 36-page magazine dedicated to Mets ‘aming products exclusively. First issue 1981, Philosephically, this magazine site broth er to Avalon Hill's The General. It is a onecom- any magazine, dedicated f0 “idea exchange and Communication among dedicated gamers” Arte tes in the fist isue were split between TFT supplemental material (new high-1Q spells, gem treation, the Silver Dragon’sseret,« micro-mi- G0 quest, and a column by the now TFT sy5- {em editor) and game errata and designer notes (Gor The Ainéaters Strike Back, Rommels Pan. 07s, and The Lords of UnderEarth). Artwork is ‘entirely blackand-vhite, including the cover. It you love The Fantaxy Trip, then INTER- PLAY hat you eight in its palm —sti8 a source of “official” TET materia. [found the material ‘tefl, particulatly gem cfeation and that Ani- mate Weapon spell. INTERPLAY will also be required reading for anyone who has bought the most recent Metagaming games ~ itis the Source of “officht” errata. I should also men- tlon that very few pages are used for advertise- pdate mensions as quickly as possible to protec peace- al empices from these savage aggressors “James Thompson Delager & Co. Company News. Due to the new printer we sare happy to announce that ou turnaround time for turns will be reduced from four mall days to ‘three mail days. As usual if we fall to keep with fn this lim then the turn ie fee, Playtesting for our new game Econostar is progressing slowly. This new game will combine the tactics of ship to ship combat with thestrat- esis required in the stock market, Wateh this space for further news, * Peter Delager LORDS OF VALETIA (Gamesmaster Publishers Assn.) Company News. Due to the computer which ‘ung al elements of the game being in the shop for maintenance, the scheduled restart is delay- ‘ed indefinitely, If the machine has not been so tuimed by May 30, the gamemastr wil begin to manually type the background papers for regi tered playes A-new seatch for an investor to raplace the one lost im December i Being con. fidoted sxiouly. Rule Change. The turn equivalency rate upon restart hae Been determined at 15:1 during the ‘tch-up petiod, not 3:1 as susgested before. ‘This means a terrestrial month will equal 6 weeks Valetian, ‘Game News. As por the April TSG advertse- ‘ment additional posiponed pending restart. = Elmer Minton ‘THE TRIBES OF CRANE (Schubel & Son) Game News. The Datk Union fails in tsa: tempt to storm the Grand Union city of Jasm fon Crane | ‘ment (which makes sense — the articles are themeelves advertzements for Metagaming). ‘The magazine even gave me a sense of dja ra — it looks ike one of the primeval sues of The Space Gamer Problems? (Aren't there alvayst) Produe- tion standards could use a lift ~ the necessary for the microsmicro quest is mising, one article was pasted up so that the fletion and norefition segments meld confusingly into each Other, and you can't tel the letters from the 1e- lis in the “Letters” section. Grammar was ak Towed to roam wherever it would, INTERPLAY also faces competition anda credibility sup when it comes to TFT material — in part because ‘Metagaming is also going to publish a yearly supplement for TFT, which will no doubt in- ude the best from INTERPLAY, It impor- tant to note that, since INTERPLAY is excli- sively dedicated to Metagaming products, thie ‘magazine will not review, comment on, of cre ‘te variants for non Metagaming eames, I'you eat live without Metagaming design- < noies and errata, then you'll have to have IN. TERPLAY, For TET material, it ems to me ‘at you should buy the annual supplement in stead [found the fiztisue tobe uscful though not well-vziten or welkedited). = Wh G. Armintrout ‘Tabor, the legendary general of the Dark ‘Union, takes over command of the Dark Union sand barbarian forces on Nisa Island, Crane, Months azo the Grand Union lid siege to the powerful Dark Union fort and taining base on Nisa Island in the Highwater Sea. The Grand. ‘Union has been making it plan for taking the mighty fort as the Dark Union brought up add tonal strength ftom the south. Now the Dark Union has added the expertise of one ofits reat- fest generals fo the defense operations, ‘The Barbatian city of Gupin, Crane I, falls to the Blood Trust Warlords. The city is system tically looted before the Watlords move off. STARMASTER (Schubel & Son) Game News The Tamos Emplee has atack- 1 and captured the Oloos Federation's home- ‘world of Kermit 3. The Tamos are finding the ‘Olcor society and production facilities so i= ferent from their own that there is now talk of a deal with the old leaders of Kermit 3. They ‘would act as Imperial Governor of Kermit 3:0 ‘hat they ean again rue their planet and the ‘Tamos can take advantage ofthe Oleos’produc- ton capacity, ‘The thd dimension universe i shocked by the attack of the Gammau Cyberauts of the fourth dimension. The Gammau Cybernauts ae {life form that lea fusion of machine and pro- {oplasm, They build themssives in hundreds of diverse shapes for many task. Now thei gigan- ‘tc war machines have been gated into the third dimension, Their weapons have the fourth di- sion ability to speed up time, Their targets io of old age of rust away to dust soap metal ‘The Gammau Cybemauts’ war machines are constructed of very tough tessractic fourth ‘imensional see. = George Schubet PAM Update reports on profetionally.mod. erated play-by-mail games Notices are month- 1b. Copy deadlines 60 days previous tothe fst Of the month, for the ise tx which the notice 4s to eppear. (Deadline for the March issue ts January 1.) Al copy should be typed and dow. Blespaced, Notices should not exceed 200 ‘words in length. TSG reserves the right to edit ‘copy as necessary.1am waiting in protest to Metagaming’s han dling of their roleplaying game The Fontasy Trip. Spitting the game into the three books, without maps, counters, referee shield, box, te, was a grave mistake and miscalculation of the market Metagiming_needs a blockbuster title in their line, and TET is thle ber shot. Many of vs would’ truly like to see such a high quality Product with the best PHYSICAL. standards Possible by the publishes. T ask all the readers of this fine magazine who feel as I do to sit down and write a simple note stating their preference for the complete Fantesy Trip. Ince the signature of your fel- low gaming dub members, dungeon delves and anyone else who cares about the future of beat system, ‘Send thein to me atthe address below and L wl in turn forward the whole puckage 10 the people in charge at Metagaming, Jetting them know how we all fe. Burton Glass 5768 Mitord Lane Milford, Ohio 45150 ‘Upon reading Jerry Epperson’s letter in TSG 39 all I could think was "WHY ME"... over fand over. When he said hat game was hard to find, he wasa't joking, There are only about 25, of those games scattered around the country and Pd very much like to get them back since they are totally unplayable even as they were Intended to be played. This was an attempt on ‘my pact 10 waite and print a game with no prior txperience and a nonexistent budget about nee yoars ago, We've come long way sineo tht our Iy effort, 39 Unfortunately we used the same name on the new game we printed and advertised in TSG. 34, This isa totally different game in every way ‘which, becauso of unforeseen znd uncontrll ble diffcutiss, has not even been released yet ‘We have been having problems with the boxes and the games will not be shipped until the Fist fof June, We were forced to sip the games that were ordered from the ad in makeshift boxes Until the others were ready. This js also why You have not received a copy to review yet ‘an including with this leter a copy of the new Hyper Battle to review along with copies (of the artwork which will appear on the boxes. When the boxes are ready we will mall you a ‘box for thie game and » complete game for your records, Please give this game to Jery to review and tell hi a box is coming, He can Keep fame compliments of us. Also tell him wee Soury about the money he spent on the other game. We hope this makes up fort Ricard Shbbekoorn Future and Fantasy Games Well, good luck. You deserve it. If every body tn the business could Beat pefront about ‘hel fallures, there would be fewer turkeys on the elves -s News & Plugs Automated Simulations has rleased. The Dragon's Eye, an outdoor fantasy quest game, ‘Avallable on easette forthe 32K PET and on Aik fr the 48K Apple. rice: $24.95. ‘The Origins awards nominations are out. As expected, the ligest companies dominate. TSR took 11 nominations, SPI 10, Avalon Hill 9, GDW 6, Other nominations included The Space Gamer, Raid on fran and The Fantasy Trip Some results seem chimerial — Avalon Hil took four out of five nominations inthe "Best 1980 Computer Game" for example. Ace of ‘Aces was cited fora special award. Members of the Academy of Adventure Gaming Arts & De- sign Gee NAP, TSG 37) are voting on the nom- {nations results will be announced at Origins ‘A now magazine is being put topether based on Empire of the Petal Throne. The fst issue is being readied for July release, For more infor- mation, send an SASE to: Devecee Publishing o,, POR S61, Fenton, MO 63026. Now it can be (old: GDW has announced the Fifth Frontier War, Isue 9 of the Journal ‘of the Travellers’ Aid Society will be a special ‘at us with details of the combatant, orders of battle, and background data Simultaneous 1y, GDW will release a game based on the war, setin the Spimward Marches, GDW has a new address: POB 1646, Bloom ington, IL 61701 Another shake-up at SPI; their game design and development system i being revamped. Dave Ritchie has been purged, but wil continue ‘o-contribute ata freelance, ‘Tim Kask is setting up a new mapazine call ed Adventure Gaming, with the backing of cer tain Ohio gentlemen. Fist issues set for Origins. Forest Brown, of Martian Metals, was sur prised this sping when he got a letter from Paz Amount Studios. Paramount was releasing the riovie Dragonslayer in Tune, and offering rights to licensed Dragonslayer products. Forest al ready Knew that he held the trademark to “Dragonslayer" having defended it from SPL (cee NAP, TSG 29), Paremount was not pleased to hear ftom Forest's attorney. Seems they had heady sold a couple “Dragonslayer” licenses, Jncluding one to ~ you guessed it~ SPI (which will evidently be producing a movie tein ad venture game). Forest tells us that after a short ‘wo weeks of negotiations, Martian Metals got cash settlement, a perceniags of the royalties, {and the right to produoe movie Uesin figures, Score one forthe gaming industy. SPI has told five games to Avalon Hill, in- ‘duding. the popular Freedom in the Galaxy. Automated Simulations has released a game called Guth, Cumble and Chomp, “which sounds ikea computer version of The Creature That Ate Sheboygan. Disk for the 48K Apple Ie and 32K TRS-80; cassette forthe 16K TRS- BO and 32K Alas, Prive: $29.95, Microsof’s Olympic Decathlon, protram med by Tim Smith, is the winner of Creative Compuring’s "Most Creative Game of 1980" ward. Olbmpie Decathlon is availabe on dis for the 48K Apple Il and the 32K TRS-80, and fn cassette for the 16K TRS-A0 (Level Io. Price: $24.95. Muse Software has released RobotWar, 2 “computer literacy teaching” program Intended for the 48K Apple II with DOS. Price: $39.95, ‘The Supreme Court has agreed to hear case fon the sight of citizens to play pinball. The city of Mesquite, Texas, appealed after a lower court Struck down 4 city ordinance banning children ‘under 18 from playing pinball without the pres- fence ofa parent or guardian. The ordinance was passed four years ago after complaints about truancy, fights and drag problems at pinball patlors.40 Calendar ORIGINS ‘81. To be held in Dunfee an Mateo, CA, Contact Origine 81, P.O, Tox 5833, San Tow, CA 95150, July 9-12: 1981 IMPS NATIONAL CONVEN- "TION. Scale model con, SASE to Ed Cam exon, 29 Mathew St, South Farmingdale, NY 1173s, July. 11-12: MINNESOTA CAMPAIGN FIVE, Contact Mr. Jeff Berry, 343 B. 19th St. Apt 4B, Minneapolis, MN 35046, July 16-19: CWA-CON "81. Worgoming & ad venturegamiag con, Contact P.O. Box 10397, Ft. Dearborn Station, Chisago, IL 60610. July 17-19: FANTASY FAIRE. SI ané gaming fon, Contact 88S West Main St, Alhambr CA91401 July 17-19: ODYSSEY “81. Con featuring all kinds of gaming. Sponsored by the UNH Simulations Games Club; for information ‘contact R. Bradford Chase, UNHSGC, Mem ‘rial Union Building, Durham, NH 03824, July 17-20: 9th ANNUAL FLYING BUFFALO CONVENTION. Contact P.0. Box 1457, Scottsdale, AZ 85252. July. 18-23: FANTASY GM's WORKSHOP/ 'SEMINAR. Contact Maine Warsames Asso- tation, 102 Front St, Bath, ME 04530 or G07) 4433711 July 23-26, GENCON EAST. Contact at P.0. ‘Box 139, Middletown, NI 17748 July 3L-Avgust 2: MAINECON. Boardgames, ‘miniatures, PRP, Contact Mr, John Wheeler, Director, Mainecon, 102 Front St, Bath, ME 08530. Reader Ads Reader ads ar avilable to individuals (not to companies. 85 por insertion; limit 20 words or four lines, WORLD EMPEROR — Play by mail. Rule your own planet and conquer other planes. 20- page rulebook $2. $1 per tum. PTE Games, 12635 286th St, Mople Ridge, B.C, Canada Vax 7¢s Automated Simulations ... inside back cover California Pacific. Inside front cover Contra Texas Computing «eee cee IT Comiplent Stateget ack cover Greative Computing 36 Fou 727 Future and Fantasy Games EN Game Merchant 35 DW... 2 Jualges Gud: 32 ‘Martian Metals. . B Midkemia Pres 20029 RPG Association 3 Schubel & Son. a a Lic amare rer) isle eae be mailer ‘SoftSide Piblications 15 Tak Force Games » inate beck mater Tex n T5G. F aes Yagiinio B Zoeeht 16 July 31-August 2: NANCON 881V. General taming con, Send SASE to Nan's Game Headquarters, 118 Briagrove Center, 6100 Wosthelmer, Houston, TX77087. ‘August 7-9: BABEL CON 81. Star Trek/SF on, Contact $.T-A.R. OKC, P.O, Box 565, Bethany, OK 73006. August 8: DRAGONMEET 1V, SF&F gamers fon. Chelses Town Hall, Kings Road, Lon fon swW3. August 8-9: Sih ANNUAL BANROG AREA WARGAMERS CONVENTION. Contact Edward F. Stevens, Jr, 83 N. Main St, Rockland, ME 04843. ‘August 1316: GENCON XIV. FRPG & new taming releases, Contact GenCon XIll, .0, Box 786, Lake Geneva, WI 53147. September 31: DENVENTION TWO. SF con. Contact Denvention Two, P.O. Box 11548, Denver, CO S021 or (303) 4339774, September 4-7: GLASC VI. Simulation gaming ‘con, including monster games. Contact GLASC Secretary, fo L. Daniel, 20550 Wyandotte St, Cinoge Patk, CA’ 91306, September 11-13: DRAGON FLIGHT. A FRP ‘con, tobe held in Seattle. Contact The Bras Dragon Society, P.O. Box 33872, Scale, WA98133,, ‘September 25-27: GALACTICON 81. SF con. ‘Contact Galacticon 81, P.O. Box 491, Day tona Beach, FL 32015. CONVENTION ORGANIZERS ~ let us know about your con! Free publicity never huris, The Good Guys by JD [ancy SECONDS BerORE UN, Sey, AND THE PRIN cess ARE To DIE, A'ReKer Rescue Force LETS save HUNK AND. I7HE CUTE BROAD ! x \ STEW, /F WE CAN SOME, 110. ‘our rumik. 772, We| Can... Com Mees J sag ft TNTERBSTING DOCKING Tecuntq@ue Youve PuKED UP THERE, GORIS 1+ we Uae Zi) i 4 AK rel fh ue pA BRUT OF ANY beni aomre See tay rhe 7 Fecunsi que Youve PieKeD Meohé cell! SNIDELY Ole oy, steaK Te Me!o oie sous Segue omen eet : sean os See, cos yon Ney soe enone te Ne els ec sor Eh Sey Oe 2 oats eee Aa eset eat ome pesees enn, eas settee A ero esate We compan ae Sele Bo coeTHE COMPLEAT STRATEGIST THE FANTASY GAME CENTER THAT HASIT ALL! If you're into Fantasy, then come to THE COMPLEAT STRATEGIST where you'll find the largest selection of fantasy related items ever assembled. We carry all Role- Playing Games, a Rainbow of colored dice, every Fantasy and Science-Fiction Gaming Magazine currently in print, a complete fine of paints, brushes, accessories and the largest selection of fantasy figures available. We also stock the newest fantasy products as soon as they're released. When we call ourselves THE ‘THE COMPLEAT STRATEGIST we're not just boasting because we have games, books, IN NEW YORK: 11 E. 33¢d Street N.C. 10016 (212)685.3880.1 10:30-6:00 Mon. to Sat. ‘Thurs. till 9:00 INV NEW JERSEY: 209 Glenridge Ave. Montclair, NJ. 07042 (201) 744-6622 11:00-7:00 ‘Tues. to Sat. Thurs. is:00 4 OMPLEAT TRATEGIST to the store location We are proud to announce the opening of our newest location 320 West 57" Street New York, New York on or about June 1" 1981 magazines and figures for the historical gamer too! Theresa friendly atmosphere at THE COMPLEAT STRATEGIST and our staff is always ready to answer any questions that youmay have andassist you with your purchases. Game Rooms* are located in our stores so you can start your "adventure" right away. Ifyoucan'tvisit one ofourstores, we accept mail AND phone orders, Mail orders are accepted ONLY at our 33rd Street location; or by phone during business hours at (212) 685-3880-1 Please use VISA or MASTERCHARGE for phone orders. Send fora free Catalog nearest you. WE'VE GOT IT ALL! *No game room atthe 57S sore IN FLORIDA 5406-8 Stirling Rd. Davie, Fla. 33314 (305)961-5660TASK FORCE GAMES will soon be releasing their first true role playing game, HEROES OF OLYMPUS. The model for HEROES OF OLYMPUS is the voyage of the Argo, on which the greatest heroes of Greek legend sailed in a quest for the Golden Fleece. The standard game is designed around the adventures of the Argonauts. The very names of the Argonauts conjure stories of great deeds, powerful bodies, and the interplay of the gods with mankind: Jason (Captain of the Argo), Castor and Polydeuces (the Twins, potent in wrestling and boxing), Her- cules (with his powerful club), Orpheus (musician without equal), Calais and Zetes (winged sons of the North Wind), Nauplius (navigator, son of Poseidon), Atlanta (she of fleet foot), and so many others, rich in royalty and many bearing the blood of the gods. On their journey they will encounter noble battle and treacherous misdeed, the assault of the Harpies and the threat of the Clashing Rocks, the hazards of the mighty Serpent that guards the Fleece, and the magic of the woman, Medea. There are several options for the players of this game. They may adopt the roles of the actual Argonauts, or may create their own new heroes to see if they can do as well as those of the legend. In either case their characters will encounter the types of adventure faced by the crew of the Argo, all under the guidance and assistance of a gamemaster. They may continue this style of play as a campaign, with new scenarios available from Task Force or created by the gamemaster. Several scenarios may be repeatedly played as war games, rather than as role play, suitable for two sided play (or perhaps as soli- taire games). The players in a campaign game may explore the game map, and obtain the mini-scenarios pertaining to the various feature locations desig- nated on the map. Finally, the game is designed as a coherent system, that al- lows all of these options to be pursued, so that the same characters might be counters in a board game one evening, and role-played individuals in a fantasy adventure the next evening. HEROES OF OLYMPUS will be available in AUGUST of 1981 in fine game and hobby stores.You, the master of your destiny, venture across the sea of stars to meet the challenge of alien worlds in... NIVERS The Role-Playing Game of the Future Now, from SPI, a major science fiction role-playing system designed to be the definitive game of a whole new generation of character-action adventure products. cowmueTe soxto ser: $20 aasic sem PLasTIC ENELOPE: $10 22" x34” four-color star map * 17x22" tactical map 200 tactical playing pieces 64-page Gamesmaster Guide * 32-page Adventure Guide : 4 4 hSPACE GAMER This is The Space Gamer issue #41. Check your label. Is it time for you to re-subscribe? Please remem- ber to renew on time. We cannot send back issues as part of a subscription . .. Turn this page over for your subscription form. Are you ing your address? Please notify usas soon as possible. The Post Office does not forward second-class mail unless you leave specific instructions and guarantee forwarding postage. This means that if you move, and dont give us your new address, the Post Office will very likely destroy your TSG. We can’t afford to replace magazines destroyed because a subscriber didn’t send us his correct address . . . so please send your address changes in promptly, and you won't miss any issues, Ifyou send us the address label (below) when you change your address, we can process it more easily. Thank you! PROTECTIVE MAILING COVER T serves ME RIGHT. ) MID OLE OFA BATTLE. \\ ANDE G&r Ir MY HEAD \\ INSPIRING HEROIC POSE. ahaa an ‘Second Class U.S, Postage e E PAID e a Austin, TXSUBSCRIBER ORDER FORM SUBSCRIPTIONS Please send me The Space Gamer for (circle applicable rate): One year ~ 21.00 Two years — 39.00 ‘Outside the U.S.: Add $5 per year for surface mail; air — please inquire. BACK ISSUES Back issues numbers 15 through 37 are available to subscribers at $2.00 each. Please allow 3-4 weeks for delivery. SPECIAL OFFER (TSG subscribers only): Order five through nine back- issue copies and get them for $1.50 each. Order ten or more and get them for $1.25 each, GAMES, CAR WARS ~ Cycles and autos battle on the freeways of the future! ae UNDEAD — Role-playing adventure ‘Count Dracula ws. his hunters in London. KILLER — A tive game! Eliminate the other players any way you can... . and watch your back! KUNG FU 2100 — Iron fists against the tyrant CloneMaster ONE-PAGE BULGE ~ A Battle of the Bulge game that doesn’t take a week to finish Gan” RAID ON IRAN ~ If the rescue mission had gone in . You fiee the hostages? MINIATURES Lifetime subscription — 250.00 Circle issues desired ($2.00 each), i$ 16 17 1819 D2 2 24 25 26 27 2 29 © 30 31 32334358637 Circle issues desired ($2.50 each): 38039 dd ——— a $3 = 3 CARDBOARD HEROES SET 1 ~ PLAYER CHARACTERS. 40 full-color 25mm cardboard miniatures for fantasy games CARDBOARD HEROES SET 2 ~ BRIGANDS, ORCS, and GOBLINS. The bad guys: 40 full-color 25mm fantasy villains. CARDBOARD HEROES SET 3 — HALF-ORCS, REPTI 40 more 25mm fantasy villains ~ all different. and KObO bs. CARDBOARD HEROES SET 4 — ANIMALS. 48 full-color animal figures — from pets and giant insects to sabertooth tigers and gorillas. BOOKS GAME DESIGN: THEORY AND PRACTICE By Nick Schuessler and Steve Jackson ‘TSG POSTERS ‘THE DEMON ~ A giant 17° x 22” blowup of the cover from TSG 28 Texas residents please add 5: Please add 50 cents for postage and handling ONLY if you ordered back issues. Payment is by: ) check () money order (credit card oe 85 S - $1.50 8 10x (except for subscriptions). Other postage and handling (see below): ALL PAYMENTS MUST BE IN U.S. DOLLARS. CHARGE MY MASTERCARD —___ CHARGE MY VISA___ Total enclosed: Account number —_ Please do not charge orders for less than $10.00. Card expires is Signature Name — Postage and hondling: Please include 50 cents on any order Address ‘that includes back issues, If you are a TSG subscriber, order on ve this form, with your mailing label stil attached — and other State/Province postage and handling are free. Zip Code If you are not a TSG subscriber, please include 25 cents er item (except for magazines) for 3rd class postage, or SO cents per item (except for magazines) for Ist class postage. Send orders to: THE SPACE GAMER, P.O. Box 18805-T, Austin, TX 78760 Help us keep tabs on the Post Office. What date did you receive this issue (41)? —_
You might also like
The Fantasy Trip Micro Quest 3 Grail Quest
PDF
100% (3)
The Fantasy Trip Micro Quest 3 Grail Quest
36 pages
Metagaming TFT The Fantasy Trip Tollenkars Lair
PDF
100% (4)
Metagaming TFT The Fantasy Trip Tollenkars Lair
20 pages
Revolt On Antares Compilation
PDF
No ratings yet
Revolt On Antares Compilation
12 pages
Helltank Destroyer
PDF
67% (3)
Helltank Destroyer
28 pages
The Space Gamer 029
PDF
67% (3)
The Space Gamer 029
36 pages
The Space Gamer 057
PDF
100% (2)
The Space Gamer 057
51 pages
The Space Gamer 035
PDF
100% (2)
The Space Gamer 035
40 pages
The Space Gamer 038
PDF
100% (1)
The Space Gamer 038
44 pages
The Space Gamer 074
PDF
100% (4)
The Space Gamer 074
52 pages
The Space Gamer 072
PDF
100% (4)
The Space Gamer 072
56 pages
The Space Gamer 038
PDF
100% (2)
The Space Gamer 038
44 pages
The Space Gamer 033
PDF
100% (1)
The Space Gamer 033
48 pages
The Space Gamer 030
PDF
100% (4)
The Space Gamer 030
38 pages
The Space Gamer 037
PDF
100% (1)
The Space Gamer 037
40 pages
The Space Gamer 032
PDF
100% (2)
The Space Gamer 032
36 pages
Fantasy Gamer 01
PDF
No ratings yet
Fantasy Gamer 01
53 pages
The Space Gamer 063
PDF
100% (3)
The Space Gamer 063
52 pages
The Space Gamer 014
PDF
100% (1)
The Space Gamer 014
52 pages
The Space Gamer 018
PDF
100% (1)
The Space Gamer 018
32 pages
Space Gamer 02 PDF
PDF
100% (4)
Space Gamer 02 PDF
12 pages
Space Gamer 31
PDF
100% (1)
Space Gamer 31
40 pages
Space Gamer #67
PDF
No ratings yet
Space Gamer #67
48 pages
Space Gamer 07
PDF
100% (2)
Space Gamer 07
16 pages
The Space Gamer 001
PDF
100% (2)
The Space Gamer 001
10 pages
The Space Gamer 075
PDF
100% (2)
The Space Gamer 075
56 pages
The Space Gamer 017
PDF
100% (2)
The Space Gamer 017
32 pages
The Space Gamer 058
PDF
100% (1)
The Space Gamer 058
60 pages
Space Gamer 05 PDF
PDF
100% (1)
Space Gamer 05 PDF
16 pages
The Space Gamer 042
PDF
100% (2)
The Space Gamer 042
48 pages
The Space Gamer 025
PDF
100% (2)
The Space Gamer 025
34 pages
The Space Gamer 068
PDF
100% (2)
The Space Gamer 068
60 pages
The Space Gamer 028
PDF
100% (2)
The Space Gamer 028
36 pages
The Space Gamer 019
PDF
100% (3)
The Space Gamer 019
32 pages
The Space Gamer 066
PDF
100% (2)
The Space Gamer 066
52 pages
Space Gamer 06 PDF
PDF
100% (1)
Space Gamer 06 PDF
16 pages
Space Gamer 20
PDF
100% (3)
Space Gamer 20
38 pages
Revolt On Antares
PDF
100% (1)
Revolt On Antares
12 pages
Ares Magazine 09 - DeltaVee - Text
PDF
No ratings yet
Ares Magazine 09 - DeltaVee - Text
55 pages
Metagaming TFT The Fantasy Trip Unicorn Gold
PDF
100% (1)
Metagaming TFT The Fantasy Trip Unicorn Gold
28 pages
The Space Gamer Cumulative Index of Game-Related Articles in Issues15-49
PDF
100% (1)
The Space Gamer Cumulative Index of Game-Related Articles in Issues15-49
3 pages
TSG 55 Necromancer
PDF
100% (5)
TSG 55 Necromancer
12 pages
The Space Gamer 056
PDF
100% (2)
The Space Gamer 056
46 pages
The Fantasy Trip - Adventure Supplement - Forest Lords of Dihad
PDF
100% (3)
The Fantasy Trip - Adventure Supplement - Forest Lords of Dihad
36 pages
History of The Fantasy Trip
PDF
100% (1)
History of The Fantasy Trip
6 pages
Autoduel Quarterly 8 1
PDF
No ratings yet
Autoduel Quarterly 8 1
36 pages
The Fantasy Trip Decks of Destiny Interior Lid Droptable
PDF
0% (1)
The Fantasy Trip Decks of Destiny Interior Lid Droptable
1 page
MQ4 - Treasure of The Silver Dragon
PDF
100% (2)
MQ4 - Treasure of The Silver Dragon
64 pages
The Fantasy Trip MicroQuest6
PDF
100% (1)
The Fantasy Trip MicroQuest6
23 pages
Ares Magazine 05 - Citadel of Blood
PDF
100% (4)
Ares Magazine 05 - Citadel of Blood
42 pages
309vas - More RPG Magazines & Fanzines
PDF
No ratings yet
309vas - More RPG Magazines & Fanzines
3 pages
Fantasy Gamer 05
PDF
No ratings yet
Fantasy Gamer 05
61 pages
Ares Magazine Special Edition 2
PDF
100% (7)
Ares Magazine Special Edition 2
64 pages
Space Gamer 08
PDF
100% (2)
Space Gamer 08
16 pages
Ares Magazine 05 - Citadel of Blood - Text
PDF
100% (3)
Ares Magazine 05 - Citadel of Blood - Text
42 pages
Micro Quest MQ03 Grail Quest
PDF
No ratings yet
Micro Quest MQ03 Grail Quest
36 pages
SJG30 2337preview
PDF
No ratings yet
SJG30 2337preview
3 pages
Arcane 11
PDF
No ratings yet
Arcane 11
88 pages
Adventurer Magazine 08
PDF
100% (3)
Adventurer Magazine 08
64 pages
DragonMagazine156 Djvu
PDF
No ratings yet
DragonMagazine156 Djvu
312 pages
52 - Special Ogre
PDF
100% (5)
52 - Special Ogre
52 pages
PCPowerplay 053 2000 10
PDF
No ratings yet
PCPowerplay 053 2000 10
116 pages
1942 - The Pacific Air War - Pilots Handbook - PC
PDF
No ratings yet
1942 - The Pacific Air War - Pilots Handbook - PC
82 pages
PC Powerplay December 2015 AU PDF
PDF
No ratings yet
PC Powerplay December 2015 AU PDF
100 pages
PC Powerplay December 2015 AU PDF
PDF
No ratings yet
PC Powerplay December 2015 AU PDF
100 pages
CGW 135
PDF
No ratings yet
CGW 135
320 pages
CGW 90 PDF
PDF
100% (1)
CGW 90 PDF
130 pages
PCPowerplay 085 2003 04
PDF
No ratings yet
PCPowerplay 085 2003 04
116 pages
S311 Erules PDF
PDF
No ratings yet
S311 Erules PDF
16 pages
PC Powerplay May 2015 AU
PDF
No ratings yet
PC Powerplay May 2015 AU
100 pages
CGW 55 PDF
PDF
No ratings yet
CGW 55 PDF
74 pages
CGW 88
PDF
100% (2)
CGW 88
162 pages
CGW 100
PDF
100% (1)
CGW 100
196 pages
CGW 263
PDF
No ratings yet
CGW 263
120 pages
CGW 66
PDF
No ratings yet
CGW 66
106 pages
The Space Gamer 078
PDF
100% (1)
The Space Gamer 078
56 pages
The Space Gamer 079
PDF
100% (3)
The Space Gamer 079
56 pages
The Space Gamer 081
PDF
100% (1)
The Space Gamer 081
56 pages
The Space Gamer 078
PDF
100% (1)
The Space Gamer 078
56 pages
The Space Gamer 071
PDF
100% (3)
The Space Gamer 071
68 pages