Showing posts with label White Dwarf. Show all posts
Showing posts with label White Dwarf. Show all posts

Tuesday, 22 December 2015

More charity shop finds!

I know these posts sometimes smack of gloating, but I just want to share my excitement with the people who will appreciate my good fortune.

Check out what my £4.50 got me:

Sorry the photo's a bit blurry, but it's 18 White Dwarfs from 1989-90.

In particular, these issues have lots of cool terrain and vehicle modelling templates. Handy! Not to mention a huge chunk of Marienburg, which will come in handy, and lots of lovely painting stuff. 

I also picked up a surplus copy of #91, which I already have and will sell on (cheap!) to further defray costs, as well as a very battered copy of the Adeptus Titanicus rules, which I have no real interest in but come on, 25p! And some Fields of Glory books for a pal of mine and some other miscellaneous wargaming books for my bookshelf or resale. Overall, then, a good haul. 

One of these days I'll write about how to be a good frugal gamer, but for this side of things the solution is just "be someone who buys a lot of secondhand books and have a wife who likes cool old clothes so you spend a lot of time in charity shops. Oh, it helps if you work near a load of them." You just kind of swim along like a whale, passing tonnes of seawater through your baleen and filtering out all the nutritious krill. 

Monday, 16 November 2015

Nostalgia overload: rich beyond the dreams of avarice

Way back in the day in 1996, I joined the Cambridge University Roleplaying Society. They were a lovely bunch of folks who introduced me to people I'm still friends with today. They had a library of RPG books, but we mostly played World of Darkness and the library mostly contained other games, so we didn't get much use out of it. Over the years, I believe the library went even more out of circulation until eventually it was barely used.

So when they finally recovered it, they started selling it off to clear out the old D&D stuff and other games people in the society don't play and replace them with games published in the last 15-20 years. I picked up a few items from the library for my collection, but I also received an incredible bonus. 

The society just gave away a bunch of their old magazine, allowing me to expand my run of White Dwarf from the golden age.

Yeah, I got a free Second Citadel Compendium.
I could have got Slaves to Darkness for £3 if I weren't afraid of going to hell.


Just look at it. It's glorious. I'm so thrilled by its very existence.

Back when I lived in California, I used to pick up old White Dwarfs from the used shelf of my local gamestore for like $0.50 or $0.99 each and pore over them. There was quite a lot of Call of Cthulhu and Paranoia, which were my main interests in those days, but the other stuff was an interesting glimpse into another gaming culture. Also pretty pictures, miniatures, etc. 

Reading through these things is absolutely fascinating. Most of the mechanical stuff for AD&D and Runequest and so on isn't really useful to me, but some of the scenarios are quite good; I definitely have a few that I'm going to be using at the table. And the discussions about the state of gaming are compelling; sometimes they're fumbling toward solutions that exist today, and sometimes they're having the same arguments we're having today. 

There are a lot of notable names in here from the world of science fiction and fantasy and so on. In addition to well-known game designers, we've got game articles from people like Charles Stross, Garth Nix and, of all people, chaos magician Phil Hine. Colin Greenland wrote the movie review column. 

With the collection I also got a couple of various magazines including these homemade zines, which were ubiquitous back in the day. They're amazing.



Now, if you're into this stuff, I'm selling off the duplicates! Proceeds go to buy new games for the society. Let me know if there's anything you're interested in. Here's a list: 

WD: 24, 27, 28, 30-32, 51, 55 (x2), 56 (cover torn), 66, 69-76 (two copies of 71), 80-82 (two copies of 82), 84-87 (two copies of 85), 89 (x2), 91, 94

Best of White Dwarf Articles vol. II
Best of White Dwarf Scenarios (x2)

Adventurer: 1, 3

Fugitive: 4, 5

I'm in the UK and can ship them to wherever or hand-deliver them at Dragonmeet. I'm assuming that we'll say about £5 for the compilations or £1 for an issue, but if you think I'm way off base in any direction just let me know. 

Monday, 11 August 2014

RPG a Day, Day 12: The classics

For all that I love old games, I tend to go through phases of collecting and obsessing over them. Sometimes something will spend years on the shelf without being looked at at all. But there are a couple of things that I keep coming back to -- in one of today's cases, even rebuying things!



Notes:

Both Suppressed Transmission books are still around -- you can get them in print or PDF (and the PDFs are like £5) from Warehouse 23. Here's the first one and here's the second one.

Turns out Pyramid is still going; I wonder if subscribing gives you access to the old columns ...

Procopius's "Secret History" is online at the Internet Medieval Sourcebook. Or you can get it in the usual Penguin paperback if that's your thing.

Monday, 30 June 2014

Pieces of British gaming history, continued.

OK! Yesterday I talked about my recent yard sale acquisition of White Dwarf issue #4 and issue #6. There was good commentary in the, er, comments, placing these magazines in their historical context -- it's worth remembering that a lot of what seems like "oh, not this again," was actually pretty fresh and new in the late 70s, when D&D hadn't been out that long (and was even younger in the UK).

Without further ado, then, White Dwarf 6, for April/May 1978, six months before I was born.


What's interesting to me is that while I don't think this cover is as good as the last one, it is much more inspirational to me, gaming-wise. I like the weird, creature-like balloons, the caravan of weird animals, the ornate armour. It looks like a fun fight, set in a fun setting. 

As with the previous issue, we open with an editorial, this time announcing new refinements to the magazine -- justified text, new in this issue, and starting in #7, a colour cover. Oooh ... the big time!

Next up we have "Combat and Armour Class," by Roger Musson, another entry in the evergreen Armour Class Doesn't Make Any Goddamn Sense genre which attempts to create different types of armour class that apply to different types of attacks, not in a weapon vs armour type way but in a situational way. There are two really interesting things about this article to me: 
  • AC continues to be a huge visualisation problem for players. They want to translate the rule into something that they can imagine happening, and similarly to express what they can imagine happening via the rules. Everyone understands that AC is an abstraction, but it's just too abstract for this dude -- and many other players, judging from the number of articles relating to this issue one runs into. I think Armour Class Doesn't Make Any Goddamn Sense is probably the second-most-common D&D rules fix/complaint, right after Spell Memorisation WTF. 
  • The additional types of AC Musson proposes, "Target" and "Prone," are basically "Touch" and "Flatfooted."
"The Fiend Factory": Monsters! Many of them by Livingstone! The illustration for the Fiend is quite neat; the illustration for the Disenchanter is ... unconvincing. Ooh! Nilbogs!

"Archive Miniatures": A review of the imported American range, with particular attention to monsters suitable for D&D, including quite a nice umber hulk. I think it's interesting that the review refers to "Dragon Pass" figures suitable for "the world of White Bear and Red Moon," suggesting that the term "Glorantha" wasn't yet common currency. 

"A place in the wilderness" by Lewis Pulsipher is basically a chunk of wilderness setting that you can drop into your game, largely inspired by Jack Vance's The Dragon Masters. Let's Get Some Laser Guns Up Ins may be the third most common post-D&D article type, now that I think about it, and this definitely qualifies, with ultralethal future-tech weapons and some big-ass monsters to use them on. The art for this piece, by Polly Wilson, is choice.

It's got "murderer" in its name, for Pete's sake. 
Also, there is a monster in here called the Blue Horror. 

Reviews, reviews, reviews: Elric (the wargame) some miniatures, ooh! Wilderlands of High Fantasy. But the prize piece of the reviews is Don Turnbull's feature review of Traveller. And it is very interesting. 

Now, I've just mentioned the Let's Get Some Laser Guns Up Ins thread in writing about D&D, and I think it's indicative of the fact that many gamers wanted some SF in their games, and that, up to this point, there wasn't a whole lot of it about. Not none -- there was already Metamorphosis Alpha, obviously, as Turnbull points out, but I think this might be stretching the point. So Traveller is really the first big SF RPG, the first one to have a lot of traction. And this, to Turnbull's eye, is both a good thing and a problem. 

He's super complimentary about the books in the boxed set, but at the same time he expresses doubts about whether anyone will actually play it -- Turnbull thinks the game might be a shelf queen, praised by critics but not actually played. And why is that? There are a couple of points worth exploring here: 

  • Turnbull thinks that there are not actually a lot of RPGs being played. People buy games -- EPT, T&T, what have you -- but they don't actually play them as games in themselves. Instead, they mine them for ideas or roll them wholesale into their D&D games. He suspects that very few non-D&D games get a lot of play other than as part of a D&D game. I wonder if he was right -- there wasn't yet a game to take the "thinking man's D&D" mantle like RuneQuest would, and there wasn't yet a lot of game presence in other genres. Indeed, Playing at the World suggests that the distinction between "D&D" and "roleplaying games as a genre" was very, very fuzzy in the game's early history. 
  • Turnbull thinks that the game may just be too complex and time-consuming to play -- not because the system is difficult but because the setting is so large that generating it will be a right royal pain in the ass. Let me find the money quote. Here we are: 
Like MA [Metamorphosis Alpha], its scope is so vast that to play it thoroughly must approach a lifetime's experience. The referee's task is crucial here, for in both games it is virtually limitless ... the referee must populate a universe! Granted, the referee does not need to complete the entire ... universe before play can begin, but if the players are to have anything like reasonable freedom of action and choice [emphasis mine] the Traveller referee must do a good deal more pre-preparation than the D&D dungeonmaster, who can get by initially by creating two or three 'levels.'
Fascinating! What are we to make of it? I think it's very interesting to note that, like Pulsipher in No 4, Turnbull thinks that there are a lot of D&D games going in that don't have much of a setting -- just some scoundrels in a maze. And secondly, I think there's that emphasis on sandbox play. Since the players could hypothetically go anywhere and do anything, the ref has to be ready with at least a reasonable simulacrum of anything, whereas in D&D he or she has a reasonably good guess as to what the players' range of options are.

It made me wonder if increasing mechanical and setting complexity didn't go hand in hand with the decline of sandbox play as a concept? I'm not sure; I haven't really played Traveller, but I do think that games from the 80s tended to have settings that were much harder to just improvise. I don't know.

Anyway, it's fascinating, and of course Turnbull's dire predictions (which he goes back to in the last paragraph) were proven completely wrong. I should mention that I think this is a really good review. For me, the contextual discussion, wrong though it turned out to be, elevates it to much more than just your usual "here's what's in the box" piece.

There's a comic strip. Generic fantasy stuff needs an arresting visual presentation or else who cares? But perhaps people may not have felt this way 35 years ago.

"Treasure Chest" is full of crunchy bits: some new, complicated, magic items. One of them has four lines of doggerel on it. Then there's a system for giving XP for successful spellcasting. I'm sure someone can tell me why this is desirable. Then there's another hit location subsystem. I wonder how many hit location subsystems there are for D&D? I bet it's more than spell point systems, but on the other hand hit location subsystems are way easier to write.

The Classifieds are characteristically adorable. There's an ad for membership in the British Science Fiction Association ("Chairman: Arthur C. Clarke." Blimey!). 


I missed it from last issue, so check out this ad for Games Day.


Not what you'd get from GW marketing in this day and age, I'm sure you'll agree. 

Anyway, there you have it! I was really struck by just how stuffy and formal the language can sometimes sound. I would say it was an earlier era, but Dragon magazine was like this in 1991; like eating a great big bowl of sawdust. I wonder if perhaps most of the people writing for the magazine weren't really experienced writers? It's definitely a stylistic quirk that you get when people aren't really comfortable writing for publication -- they tend to go a bit serious as a way to compensate.

Again, I'm not sure there's anything in here I would really incorporate into a game (except maybe that mad-eyed Termagant), but it's all pretty fascinating.