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

Saturday, 11 November 2023

Best of... White Dwarf Scenarios

Before the advent of the internet, the magazine was the focus of the hobby’s attention, a platform in whose pages could be news, reviews, and content for the roleplaying game of each reader’s choice, as well as a classified section and a letters page where the issues of day—or at least month—could be raised and discussed in chronically lengthy manner. In this way, such magazines as White Dwarf, Imagine, Dragon, and many others since, came to be our community’s focal point and sounding board, especially a magazine that was long running. Yet depending upon when you entered the hobby and picked up your first issue of a roleplaying magazine, you could have missed a mere handful of issues or many. Which would have left you wondering what was in those prior issues. Today, tracking down back issues to find out and complete a magazine’s run is much easier than it was then, but many publishers offered another solution—the ‘Best of…’ magazine. This was a compilation of curated articles and support, containing the best content to have appeared in the magazine’s pages.

1980 got the format off to a good start with both The Best of White Dwarf Scenarios and The Best of White Dwarf Articles from Games Workshop as well as the Best of Dragon from TSR, Inc. Both publishers would release further volumes of all three series, and TSR, Inc. would also reprint its volumes. Other publishers have published similar volumes and in more recent times, creators in the Old School Renaissance have begun to collate and collect content despite the relative youth of that movement. This includes The Gongfarmer’s Almanac which has collected community content for the Dungeon Crawl Classics Roleplaying Game since 2015 and Populated Hexes Monthly Year One which collected the content from the Populated Hexes Monthly fanzine. The ‘Best of…’ series of reviews will look at these and many of the curated and compiled titles from the last four decades of roleplaying.

—oOo—

The Best of White Dwarf Scenarios was published in 1980. Unlike its counterpart, The Best of White Dwarf Articles, it did not have the benefit of containing “Selected material from the first 3 years of White Dwarf”. Where The Best of White Dwarf Articles could draw from White Dwarf Issue No. 1 to White Dwarf Issue No. 20, the first scenario its pages only appeared in White Dwarf Issue No. 9 with ‘The Lichway’. Prior to that, the dungeon encounter, ‘Lair of the Demon Queen’ whish appeared in White Dwarf Issue No. 7 and ‘A Place in the Wilderness’ in White Dwarf Issue No. 11, and although both are included in this anthology, neither are scenarios in the strict roleplaying definition. However, within a few issues of ‘The Lichway’ being published, scenarios would become a regular feature of White Dwarf and grow in both detail and sophistication. Further, unlike The Best of White Dwarf Articles, the range of roleplaying games supported by The Best of White Dwarf Scenarios is not limited to just Dungeons & Dragons and Traveller. There are scenarios for RuneQuest, Gamma World, and Chivalry & Socerery, and like Ian Livingstone pointed out in his editorial, “Readers should also bear in mind that with a little thought, these adventures can be used in games systems other than the others for they were designed; the Pool of the Standing Stones, for example has been successfully converted to C&S.” Indeed, many of the scenarios in The Best of White Dwarf Scenarios are not just playable to today, they can still be converted and updated to more modern roleplaying games or updated iterations of older roleplaying games. Consequently, the contents of The Best of White Dwarf Scenarios are far more applicable and useable today than the contents of The Best of White Dwarf Articles.

The Best of White Dwarf Scenarios opens with the magnificent ‘The Halls of Tizun Thane’ for Advanced Dungeons & Dragons, First Edition, from White Dwarf Issue No. 18. Written by Albie Fiore, its title is inspired by Robert E. Howard’s ‘The Mirrors of Tuzun Thune’ and there are references too to other stories by Howard throughout the scenario. Yet, the Swords & Sorcery influences are trumped by the Vancian tone, this scenario feeling as if comes from the pages of Jack Vance’s Dying Earth novels. There are nods too, to other content from White Dwarf, such as the lamented Houri Class from White Dwarf Issue No. 13 (republished in The Best of White Dwarf Articles) and the Necromancer Class, which would not be published until White Dwarf Issue No. 35! The adventure itself sees a village in peril from strange shadowy figures that hunt and kill at night and the villagers are sure come from the nearby mansion of Tizun Thane, a wizard who lives with his two brothers. The mansion itself is located in the middle of a lake in the caldera of a volcano, a palace of exotic delights full of secret doors and mysteries alongside the mundane areas where his servants worked. However, the Player Characters will quickly learn that he is dead and consequently, the household has descended into rivalry and factionalism as the brothers feud with each other, whilst the murderer lurks, lamenting his actions. There are new monsters, like the chimpanzee-like Nandie-Bear, run riot over the mansion’s rooftops; Carbuncle, an armadillo-like creature which will foretell the future of the Player Characters again and again for the fun of it and the chaos it will cause; the death-worm-like Necrophidius; the brain-eating, Wendigo-like, Gu’en-deeko.

However, it is the map of the mansion that so clearly stands out, richly detailed and interesting. Combine it with the description and what the Dungeon Master has, is a building which before it began to go to seed, was lived and worked in, so lacks the artifice that a dungeon adventure would have by comparison. It is a tough adventure for First and Second Level Player Characters, especially given that the threat endangering the villagers are not ones that the Player Characters can really affect. Even if they do manage to find magic weapons capable of inflicting damage, they are incredibly tough. ‘The Halls of Tizun Thane’ is a great scenario, a superb mix of rich detail, lovely cartography, and roleplaying potential with its factionalism and decent NPCs. There is even scope to expand the scenario via the previous owner’s set of magic mirrors which the Player Characters could learn to use and travel back and forth on various adventures. They would, of course, have to claim the house and make it their own. To effectively run the scenario, the Dungeon Master will need to unpack it as part of her preparation, but ‘The Halls of Tizun Thane’ is almost worth the price of admission in The Best of White Dwarf Scenarios.

Unfortunately, John Bethell’s ‘Lair of the White Wyrm’ is not. Originally published in White Dwarf Issue No. 14 for use with RuneQuest, it details a former two-level Dragonewt colony which is rumoured to have harboured a young Wyrm. The problem is that the dungeon is zoo-like in its design, with a mixture of traps and differing creatures present without making any real sense. There are Dwarves, Dark Trolls and Trollkin, Scorpionmen (oddly chained up in a five-foot wide corridor, whilst still leaving for the Player Characters to get past), Broo, and a Duck played for silliness. It is mishmash of elements which really do not fit the setting and really lack motivation.

First published in White Dwarf Issue No. 16, ‘Paths of the Lil’ is the sole entry for use with Gamma World. Written by James M. Ward, designer of Metamorphosis Alpha and co-designer of Gamma World, this details the lair of diminutive Lil, an almost fae-like species known for their beauty, the toughness of their wings, and their willingness to defend their lairs, which consist of dense thickets of brambles covered in surprisingly sharp thorns. Assaulting the ‘Paths of the Lil’ would be a tough challenge and the Player Characters would really need a good reason to do so. The encounter is decently detailed though and could easily be added to a Game Master’s Gamma World campaign, perhaps adding the ‘Paths of the Lil’ and its occupants as a faction rather than an enemy straight off.

The second of the scenarios in the anthology for RuneQuest is also the first of two scenarios taken from the pages of White Dwarf Issue No. 19. ‘Jorthan’s Rescue’ by John T. Sapienza Jr. and Stephen R. Marsh is a raid or rescue style scenario in which the Player Characters are hired by a merchant to rescue her noble husband, who has been kidnapped by a gang of Trollkin and is holding him to ransom. The Player Characters simply have to sneak up on the abandoned hunting lodge where the Trollkin are holding Jorthan and bust him out. The gang consists in the main of Trollkin, but they are led by a Dark Troll bruiser and secretly, his mate of choice. The emphasis is upon combat as the Player Characters fight their way through the lodge, and whilst the Trollkin are not dangerous individually, there are quite a few of them. The scenario packs not just a lot of stats—this being a scenario for RuneQuest 2 and so every monster gets full stats—into its pages, but quite a bit of detail and humour too. For example, the Trollkin guarding the front door is called Sleepy and he will be woken up when the spear he has leaning against the door is knocked over. The scenario also comes with an alternative layout for a different set-up. Overall, the scenario feels slightly too compact for all of the information it has to present, but again, it is easy to use and easy to adapt, especially for the RuneQuest Game Master who wants to move it from the suggested location of between Boldhome and the Pavis Rubble. (Indeed, this is exactly what I did with the version updated for use with RuneQuest: Roleplaying in Glorantha). Overall, a very playable and exciting little scenario.

Lew Pulsipher—a regular contributor to White Dwarf who already had articles published in The Best of White Dwarf Articles—contributes two scenarios to The Best of White Dwarf Scenarios. The first is ‘A Bar-Room Brawl: D&D Style’ from White Dwarf Issue No. 11. This opens with a nice bit of background to the scenario ion that it was originally run at DragonMeet 1 all the way back in August 1978, as a convention scenario. Combine the map with some miniatures for both the brawlers and the fixtures and fittings of the tavern, and this would, indeed, look like quite impressive on the table at a convention. 
Stated for use with Advanced Dungeons & Dragons, First Edition, it packs everything that the Dungeon Master needs into three pages. This includes—in the centrespread of The Best of White Dwarf Scenarios—the open floorplan of the tavern, furniture and fixtures to cut out and use on the floorplan, and details and tokens for some fifteen would-be brawlers. This includes a wererat, a Female Assassin, Gnoll bouncer, Anticleric, and Bar-Keeper, as well as a mix of adventurer types, plus the rest of the NPC staff. All of the Player Characters have motivations, such as the Wererat wanting to kill all clerics, the Ranger on the track of a Wererat, a Female Fighter with a hatred of non-humans, the Gnoll is a bouncer—only armed with a two-handed sword, and so on. The scenario also incudes some play results, but unfortunately it is also let down by the motivation for the Anticleric. This is, “You want a woman, either voluntarily or by rape. (Time required for the act is at least two rounds, not including time necessary to remove your armour.)” This reprehensibly unpleasant, more so than the inclusion of the Houri Class in The Best of White Dwarf Articles. These days such a thing would not be allowed and rightly so, but its inclusion here and in White Dwarf Issue No. 11 was a sign that the editors did not get everything right at the time.

Fortunately, the second entry from Lew Pulsipher is not as unpleasant, but is not really a scenario. ‘A Place in the Wilderness’ appeared in White Dwarf Issue No. 6 and what it details are the species of Dragons from the Jack Vance novel, The Dragon Masters, and a very little of the setting. It does not include the full Science Fiction elements of the setting, such as spaceships or beam or pellet weapons, but just the Dragons. Even at a page long, it feels out of place in the anthology, more article than scenario.

There is a certain sense of loss to Don Turnbull’s contribution to The Best of White Dwarf Scenarios, of what would be, had we had had access to his Greenlands dungeon. ‘Lair of the Demon Queen’ from White Dwarf Issue No. 7 details a single encounter for use with Dungeons & Dragons and Player Characters of roughly Seventh Level—a rare occurrence of a scenario not designed for low-level Player Characters. It is a puzzle encounter with the Player Characters trapped in a room with a number of puzzles the clues to which are given out by a series of magic mouths in verse form. It only does this three times, so that players had better pay attention. By deciphering the verse, the Player Characters can solve the puzzle, or at least set off the various traps without suffering any damage, revealing a number of hidden areas as they progress. Most of these contain a mix of treasure and undead—often quite nasty undead, ultimately leading to the release of the ‘Demon Queen’ herself. Turnbull does give as so much suggest monsters and populate the encounter, and for the ‘Demon Queen’ he suggests a Banshee and a much nastier one than would appear in Dungeons & Dragons. This one cannot die unless someone dies first, that is, one of the Player Characters. The rewards he suggests are rich indeed, but are they worth the loss of a Player Character (or if the players are amoral, of a hireling)? The encounter is written in an engaging and chatty style and provides a big challenge for both characters and players.

The only scenario for Traveller in The Best of White Dwarf Scenarios is ‘The Sable Rose Affair’. Bob McWilliams’ scenario originally appeared in White Dwarf Issue No. 17 and primarily takes place on the Alell, a high-law world in the Regina subsector of the Spinward Marches. There has been an outbreak of piracy across the subsector and the Imperial Galactic Survey’s Planetary Rescue Systems Inspectorate (or PRSI) have identified a man on Alell who is a front for the local government, which is a communist-style impersonal bureaucracy, which is ultimately behind the piracy. He owns a club, the Sable Rose, in the Journeyman’s Quarter of the planetary capital, Naness. The Player Characters, as members of a PRSI Task Force—several pre-generated Player Characters, all ex-army or ex-marine, are given—are tasked with infiltrating the club, locating the target, and extracting him from both club and off-world without arousing local suspicion. Besides the pre-generated Player Characters, the scenario includes a good set of maps and floorplans, and is notably, broken up into a series of short modules, graphically presented as a series of files strewn over a table. These are literally designed to be modular, so that there are some for the players’ eyes and some only for the Game Master. There are suggestions on how the scenario can be played out with two sets of Player Characters, one the PRSI Task Force and one the staff and head of the club. Either way, this a very nicely detailed one-shot, but also easy to fit into a more-military-focused campaign, a type which Traveller readily supported with Book 4: Mercenary.

‘Grakt’s Crag’ by Will Stephenson appeared in appeared in White Dwarf Issue No. 20 and is a scenario for Advanced Dungeons & Dragons, First Edition for Third Level Player Characters. It details the tomb of a long dead king and his queen, and until recently, no one had managed to break into it. The Player Characters will discover as they explore the tomb, either through the original entrance or the entrances dug by the intruder. He has also hired guards to keep others, like the Player Characters, out. As a tomb, the scenario is linear and filled with traps—many of which are deadly—and puzzles, including a series weighted and unweighted elevator plates, different each time, that the Player Characters must overcome. Overall, it is a serviceable enough dungeon that will test the players and their characters.

‘Ogre Hunt’ by Tom Keenes is the single scenario for Chivalry & Sorcery. The second scenario to appear in White Dwarf Issue No. 19, this is designed for four to seven low-level Player Characters and is set in the forest and valley near of the quiet village of Harlow, on the southern border of Arden in the Southmarch region. Conflict between the Empire of Archaeron and Arden means that the local lord and his men are away, leaving the village defenceless and open to the predations of an ogre. The Player Characters are hired to track the threat down and deal with it. ‘Ogre Hunt’ is short and simple, a one-session affair that essentially points the Player Characters in the right direction after encounters with a couple of NPCs. Here there are opportunities for roleplaying before the confrontation with the ogre, but the overall simplicity, along with the scenario being just two pages, makes it easy to run and easy to adapt to the setting or system of the Game Master’s choice. The only issue is that the maps are too dark in places to be able to find certain locations, but otherwise, ‘Ogre Hunt’ is still very playable and very adaptable.

If ‘The Halls of Tizun Thane’ is almost worth the price of admission in The Best of White Dwarf Scenarios, then ‘The Lichway’ caps that and together, both are worth the price of admission alone. Originally appearing in White Dwarf Issue No. 9, this is another scenario by Albie Fiore and again it is another classic. Designed for a party of First level Player Characters for Dungeons & Dragons, it describes a large burial complex where an ancient people entombed their dead. The complex has long since been abandoned and its builders long since disappeared, but it contains promise of treasure and bounty on a wizard of ill repute. At its heart is one big trap. Set the trap off and the Player Characters will unleash a problem not just for themselves, but the surrounding area, much like Death Frost Doom did for Lamentations of the Flame Princess Weird Fantasy Roleplaying in 2009. Surrounding this central trap, which the Player Characters really have to be proactive in order to set off, are the halls of the Lichway and its surrounding rooms. Here the Player Characters will find a variety of dangers, including several NPCs, all simply and easily presented and very easy for the Dungeon Master to bring into play. A favourite NPC is a would-be wizard who is absolutely useless at everything, but still under the effects of a Charm spell. So, he will be incredibly helpful, just not any good at it! However, there is the strong inference that one of the NPCs has been raping another whom he is holding prisoner. Now this is not quite as bad having to roleplay a character who is prepared to commit rape as in the earlier ‘A Bar-Room Brawl: D&D Style’, but that in no way makes it any good as a story element. Again, it is proof that times and attitudes have changed, ‘The Lichway’ originally having been published forty-five years ago, and that the editors of White Dwarf did not always get it right. That said, adjust or change this aspect of the interaction between the NPCs, and ‘The Lichway’ is still a very good adventure. In fact, like ‘The Halls of Tizun Thane’, it is a great adventure with an eerie feel to it as sound whistles around the halls of the complex and NPCs plot and plan from its side rooms.

Lastly, ‘Pool of the Standing Stones’ is an adventure for Dungeons & Dragons for Player Characters of Fifth and Sixth Level. Written by Bill Howard and published in White Dwarf Issue No. 12., it begins in odd fashion, with the Player Characters coming to the aid of a law-abiding village who had several of its young women abducted by a druid. This is because he believed the village to be too Lawful, so introduced some balancing Chaos with the abduction. Deal with him and potentially, they will find something else, a complex dedicated to evil. The resulting dungeon is a nicely detailed complex, home to some vile characters and elements. However, one of the NPCs does wear armour adapted for the molestation of women. Again, not as bad having to roleplay a character who is prepared to commit rape as in the earlier ‘A Bar-Room Brawl: D&D Style’, but that in no way makes it any good as a story element, even though in this case, it is not quite as explicit.

As with The Best of White Dwarf Articles, there is one last aspect of The Best of White Dwarf Scenarios to enjoy and that is the adverts. There is a sense of nostalgia and wonder in examining these adverts from the past, for shops that have long since closed down such as Dungeons & Starships or Forever People and for products long out of print, Ral Patha’s board games—Witch’s Cauldron, Final Frontier, Galactic Grenadiers, and Caverns Deep, and then Metagaming’s The Fantasy Trip.

Physically, The Best of White Dwarf Scenarios is cleanly, tidily presented. The Conan-esque, Frazetta-style cover by Steve Brown is great and whilst there is less artwork in the anthology than in The Best of White Dwarf Articles, there is more cartography and this is almost all uniformly great.

The Best of White Dwarf Scenarios is undoubtedly a great anthology of scenarios. It is not perfect, some entries are not really scenarios and some are merely fine, but the best, ‘The Halls of Tizun Thane’ and ‘The Lichway’ standout as great pieces of both scenario and adventure design. Together, they are worth the price of a copy of The Best of White Dwarf Scenarios—both in 1980 at time of publication and now. What spoils the adventures slightly are the prurient, unfortunate, and unnecessary references to the poor treatment of women in even some of the great scenarios in the anthology. And only ‘slightly’ because such references can be removed and something else placed in their stead with only minor adjustments when it comes to updating the scenarios, and because times and attitudes do change. Of course, there is also the element of nostalgia in returning to these scenarios and reading and playing through them again, but in so many cases, that nostalgia is warranted. The Best of White Dwarf Scenarios was an excellent anthology of scenarios in 1980, showcasing how quickly White Dwarf had matured and developed in terms of adventure design and sophistication within just fifteen issues, and even putting nostalgia aside, it is still a great anthology of scenarios. For the British roleplayer of a certain age, there can be no doubt that 
The Best of White Dwarf Scenarios was and remains the definitive anthology of the best content from either White Dwarf or any roleplaying magazine compilation. 

Friday, 14 April 2023

Best of... White Dwarf Articles

Before the advent of the internet, the magazine was the focus of the hobby’s attention, a platform in whose pages could be news, reviews, and content for the roleplaying game of each reader’s choice, as well as a classified section and a letters page where the issues of day—or at least month—could be raised and discussed in chronically lengthy manner. In this way, such magazines as White Dwarf, Imagine, Dragon, and many others since, came to be our community’s focal point and sounding board, especially a magazine that was long running. Yet depending upon when you entered the hobby and picked up your first issue of a roleplaying magazine, you could have missed a mere handful of issues or many. Which would have left you wondering what was in those prior issues. Today, tracking down back issues to find out and complete a magazine’s run is much easier than it was then, but many publishers offered another solution—the ‘Best of…’ magazine. This was a compilation of curated articles and support, containing the best content to have appeared in the magazine’s pages.

1980 got the format off to a good start with both The Best of White Dwarf Scenarios and The Best of White Dwarf Articles from Games Workshop as well as the Best of Dragon from TSR, Inc. Both publishers would release further volumes of all three series, and TSR, Inc. would also reprint its volumes. Other publishers have published similar volumes and in more recent times, creators in the Old School Renaissance have begun to collate and collect content despite the relative youth of that movement. This includes The Gongfarmer’s Almanac which has collected community content for the Dungeon Crawl Classics Roleplaying Game since 2015 and Populated Hexes Monthly Year One which collected the content from the Populated Hexes Monthly fanzine. The ‘Best of…’ series of reviews will look at these and many of the curated and compiled titles from the last four decades of roleplaying.

—oOo—

The Best of White Dwarf Articles was published in 1980. Containing “Selected material from the first 3 years of White Dwarf”, from White Dwarf Issue No. 1 to White Dwarf Issue No. 20, its focus is Dungeons & Dragons and Traveller. This is no surprise given the popularity of the world’s first roleplaying game and the world’s leading Science Fiction roleplaying game. It is also no surprise that the versions of Dungeons & Dragons supported within the pages of The Best of White Dwarf Articles were the original version published in 1974 and the J. Eric Holmes designed Basic Dungeons & Dragons. By 1980, the three-core books for Advanced Dungeons & Dragons had only just been published, and consequently the content of the compilation predates them. This is not to say that The Best of White Dwarf Articles lacks sophisticated content, either for 1980 or now. However, gaming needs and tastes have greatly changed in the last forty years and not everything in the pages of The Best of White Dwarf Articles would find its way into Dungeons & Dragons today.

The Best of White Dwarf Articles opens with the majestic ‘The Monstermark System’ by Don Turnbull. Appearing in the first three issues of White Dwarf, this is a system of rating monsters in Dungeons & Dragons for their lethality versus the ability of base Player Characters to defeat them. It first rates them for their Defence and Aggressive values to provide a Monstermark value which could be further modified by their abilities and special powers—paralysation, poison, regeneration, and others. Turnbull first works through fairly standard monsters such as Kobolds and Manticores before moving on through undead, fire-breathing monsters, demons, and more. Throughout he compares the completed Monstermark Level for each monster versus their Greyhawk Level, the latter more often than, not quite providing an accurate measurement of their lethality versus the Player Characters in his estimation. Turnbull also uses his Monstermark System as a means to more fairly award Experience Points, but avoids extending it as a means to measure treasure.

‘The Monstermark System’ was much lauded in its day. It is still a good example of a writer dissatisfied with a mechanical aspect of a roleplaying game and devising and working through an alternative system. There is no doubt that at the time, some groups would have adopted this over the Greyhawk system, but of course, it would have remained a house rule. These days it is a hard read, feeling outdated and outmoded, and it would have probably felt the same fairly quickly as new versions of
Dungeons & Dragons were taken up. There are points of interest in the article though, Turnbull often referring to his ‘Greenlands’ dungeon. These sadly, are only in passing, the only existing details being here and other mentions in the pages of White Dwarf magazine.

‘The Magic Brush – Fantasy Figure Painting As An Art’ by Shaun Fuller is another three-part series. It ran from White Dwarf Issue No. 17 to White Dwarf Issue No. 20 and provided a comprehensive guide to figure painting. With the roleplaying hobby only being six years by this time and having strong roots in miniatures wargaming, it is no surprise that miniatures would feature in the early issues of White Dwarf. Coverage of them would lessen during the early eighties, but would make a resurgence as the importance of Citadel Miniatures to Games Workshop grew and grew. Nevertheless, painting guides always proved popular and it is subject that White Dwarf would return to again in subsequent issues. Even if the paints and styles have changed over the years, this is a solid article on the subject whose advice could still be followed today.

The compilation includes two new Classes, one familiar, one unfamiliar, for
Dungeons & Dragons by Brian Asbury, another regular contributor to White Dwarf. ‘The Barbarian’ is from White Dwarf Issue No. 4. There are similarities between it and the Barbarian Class which E. Gary Gygax would design and include in Unearthed Arcana and thus the Class we have today in Dungeons & Dragons, Fifth Edition. It combines features of the other Classes with those new to it. Thus, the Class can track like the Ranger and hear noise, climb, and hide in the shadows like the Thief, and catch missiles like the Monk, but cannot wear armour until later Levels, possesses a Fearlessness which can send them berserk any time it is subject to fear effects, and has a First-Attack Ferocity which grants a bonus to hit and damage if the Class attacks on the first round and has the initiative. Notably, this version of the Class is allowed to use magical items. There is an option to treat the Barbarian Class as a Race as per Basic Dungeons & Dragons. This version of the Barbarian Class is more constructed than built from the ground up, and with elements such as First-Attack Ferocity is fiddly in places.

The second Class is ‘The HOURI character class’, published in White Dwarf Issue No. 13. The Houri is an alternate magic-using Class whose primary abilities focus is on the seduction of members of the opposite sex and a combination of Charm-related spells and spells whose somatic component involves kissing the target. There is even a seduction mechanic in which Paladins, Rangers, and Monks are very hard to seduce, whereas Barbarians and Half-Orcs and Orcs are relatively easy. Primarily intended to be a female only Class—the option to play a Gigolo rather than a Houri, and a thus a male version of the Class, is suggested, the description includes new spells, such as Impotence and Ecstasy, and entertaining new magic items like the Manual of Advanced Lovemaking and Lipstick of Irresistibility. Subtle the Houri Class is not and it feels very much out of place in a magazine which had a primarily male readership. The salaciousness of the Class borders on the tasteless if not the offensive—and yet… The Houri Class is not unplayable. It would be unsuitable for most campaigns, especially any focused-on dungeon adventures as much of her magic and certainly her abilities would have little application down there, unless as suggested, she also has Levels in the Thief Class as well. Instead, use the Class in an urban campaign with pulp or noir sensibilities and plenty of roleplaying and it would really work. It would take a mature audience. Ultimately, the Houri is too specialised a Class and as a subject for inclusion in the pages of White Dwarf, best regarded as a misstep.

The barbarian theme is continued with ‘The Barbarian’ a two-player board game designed by Ian Livingstone for White Dwarf Issue No. 15. One player takes the role of Vaarn, a barbarian seeking to restore civilisation and withstand the onslaught of mutated beasts and the undead. He can only do this by locating the magical sword and shield of the Old Fathers. The other player controls the werewolves, wild hill men, wraiths, zombies, goblins, and giants arrayed against him. Vaarn’s player wins by locating both sword and shield and leaving the play area, whilst the creature player wins by killing him. Vaarn must explore six types of terrain to locate the magical items, although there are decoys and cursed items to be found too. It is a serviceable hex and counter, fantasy-themed game, not dissimilar to the highly regarded solo board from Heritage, Barbarian Prince, but simpler and more straightforward. Enjoyable for a playthrough or two.

‘Chronicle Monsters’ is the first of two contributions from designer Lewis Pulsipher. Published in White Dwarf Issue No. 15, this presents the various monsters from Stephen Donaldson’s ‘The Chronicles of Thomas Covenant, the Unbeliever’ for
Dungeons & Dragons. The novels were very popular at the time and these adaptations would have been welcomed by the magazine’s readership. However, the novels have not been fully adapted in their own right and this is likely one of the few times where material from them has received such a treatment. Including such creatures as the Raver, the Ur-Vile, Cavewrights, and Seareach Giants they look to be well done and made all the better by being illustrated by Russ Nicholson.

Andy Slack’s ‘Expanding Universe’ ran for four issues from White Dwarf Issue No. 13 to White Dwarf Issue No. 16. Written for use with Game Designers’ Workshop’s Traveller roleplaying game—and thus the only non-
Dungeons & Dragons roleplaying content in The Best of White Dwarf Articles—this greatly expanded upon the core rules with additions for skills, poisons and chemical warfare, ship weaponry, artillery, and explosives, campaign locations, alien life, and robots, and social status and psionics. In many cases, they supplement the often-sparse rules in Traveller—the ‘Classic Little Black Books’ original edition still available today, such as handling skill rolls by Player Characters without a relevant skill and suggesting an Experience and improvement mechanic, something that Traveller lacked. In the main, the articles cover aspects of a far future setting not covered in the rules, such as those for poison gas and other weapons of mass destruction, more detailed missile design, and so on. The rules here are excellent, efficiently expanding and supplementing the core rules of Traveller in useful fashion. Slack has since expressed his unhappiness with the editing and updating of the contents of the four original articles for inclusion in The Best of White Dwarf Articles and in their original format can be found at the Citizens of the Imperium Traveller website.

‘The Fiend Factory’ collates some of the best monsters from the long-running department that appeared in the first fifteen or so issues of the White Dwarf. First appearing in White Dwarf Issue No. 6 and edited by Don Turnbull, the department grew out of an earlier series in the magazine called ‘Monsters Mild and Malign’, also edited by Turnbull. With White Dwarf issue No. 18, Albie Fiore would edit the reader-submitted content of ‘The Fiend Factory’, but the entries in ‘The Fiend Factory’ in
The Best of White Dwarf Articles consist of the ten best creatures as voted for by the magazine’s readership. The article includes some classics, many of which would be included in the Fiend Folio, which Don Turnbull would edit for TSR UK Ltd. Here then, are the Hook Horror, created by Ian Livingstone, Cricky Hitchcock’s Svart, the Necrophidius (or Death Worm) by Simon Tilbrook, and of course, the Githyanki, by one C. Stross. Stross, of course, would go on to become a Science Fiction and horror author. These are all fun, entertaining monsters and this ‘The Fiend Factory’ collation is one of the highlights of The Best of White Dwarf Articles.

Lastly, ‘D&D Campaigns’ is Lewis Pulsipher’s second contribution to
The Best of White Dwarf Articles. This ran in White Dwarf Issue No. 1, White Dwarf Issue No. 3, White Dwarf Issue No. 4, and White Dwarf Issue No. 5, but not White Dwarf Issue No. 2. In this series, Pulsipher examines what Dungeons & Dragons and how he views it can be best played, particularly as a campaign. For example, in terms of style whether as the players versus the game and its monsters, puzzles, or traps, or as a fantasy novel and thus telling or experiencing a story. It is interesting that he notes that the latter style prevails in California, which would be related and explored in more detail in Jon Peterson’s The Elusive Shift. There is advice on being a fair Referee, be logical in in the design and play of both dungeon and campaign, the dangers of a Player Character being played in more than one campaign world (an odd practice by modern standards), handling the division of treasure according to Alignment (Lawful Player Characters fairly, Chaotic Player Characters on a who grabs it first basis), regulating the learning of spells and the time to do so, and more. Some of the advice has dated because both the rules have since changed—multiple times in fact—and how Dungeons & Dragons is played differently. If many of the specifics are now obsolescent, there is nevertheless, broader advice here that still holds and would be could for the latest version of Dungeons & Dragons. For 1977 and 1978, when Dungeons & Dragons was just four years old and ‘D&D Campaigns’ was serialised, this was all good advice.

However, interspersed between all of this is content from the other long-running department in White Dwarf focusing on reader-submitted content—‘Treasure Trap’. Four themed compilations for ‘The Best Of Treasure Trap’ appear in the pages of
The Best of White Dwarf Articles. These are ‘Magic Items’, ‘Potions’, ‘Tricks and Traps’, and ‘Spells’. For example, Roger Coult’s ‘The Swords of Meryn Caradeth’ presents two powerful blades and some flavoursome background to work them into a setting. Drink James Meek’s Potion of Truth and the imbiber must tell the truth; David Bell’s Potion of Ultravisibility and the imbiber shines like a torch, the colour of light depending on his Alignment; and a Dragon Breath Potion by Kathryn George—one of the few female contributors to White Dwarf—and the imbiber gains a one-shot breath weapon that varies according to the dragon’s colour. David Bradbury’s ‘Frozen Food!’ is an old trick of setting up the Player Characters to eat frozen Troll meat and then have it regenerate inside them, whilst Roger Musson’s ‘The Pit and Rope Trick’ sets up several Gelatinous Cubes as traps above and below the Player Characters. These definitely feel ‘Old School’ in their design. Phil Masters’ spell, Sword of Warning, is inspired by the sword of Damocles and can be cast by a Cleric as symbol of divine displeasure, whilst ‘Jebansalf’s Eye of Back-Seeing’ by Daniel Adler is for both Cleric and Magic-User and turns the caster’s Pineal gland into a backwards facing eye, thus preventing attacks from behind or backstab attempts. Whilst some of the traps might not make it into a modern dungeon, the content of all four parts of ‘The Best Of Treasure Trap’ are playable today as they were in the late seventies. If not for Dungeons & Dragons, then certainly for the retroclone of the group’s choice.

There is one last aspect of
The Best of White Dwarf Articles which deserves mention and that is the adverts. There is a sense of nostalgia and wonder in examining these adverts from the past, for shops that have long since closed down such as Dungeons & Starships or Forever People and for products long out of print, like the Knights of Camelot board game from TSR, Inc. Ral Patha’s board games—Witch’s Cauldron, Final Frontier, Galactic Grenadiers, and Caverns Deep, and then Metagaming’s The Fantasy Trip.

Physically,
The Best of White Dwarf Articles is cleanly, tidily presented. It does need an edit here and there, but what stands out is the amount of art on display. All of the monsters in ‘The Fiend Factory’, many of the traps in ‘The Best Of Treasure Trap’, and so on are illustrated, and it gives the compilation an airy feel. The Conan-esque cover by Steve Brown—complementing the one which would appear on the cover of The Best of White Dwarf Scenarios—is excellent.

The Best of White Dwarf Articles is a bit hit and miss, primarily because what might have been seen as the best content drawn from the first three years of issues of White Dwarf in 1980 do not look like the best today. The Houri Character Class deserves mention as a miss, even in 1980, unnecessarily prurient and unsuitable for much of its readership, and perhaps ‘The Monstermark System’ might be regarded as miss today, but not in 1980 when dissatisfaction with an aspect of the rules could be expressed in the pages of a leading magazine in the industry and an alternative readily suggested. The rest of The Best of White Dwarf Articles consists of hits and that is how it should be for a compilation or ‘Best of…’ volume. The Best of White Dwarf Articles highlights how even though the magazine might not yet have hit its stride—and when that was, is dependent on the reader—there was still a lot to be found within the pages of White Dwarf that was useful, playable content then and surprisingly, now. Consequently, The Best of White Dwarf Articles manages to show how the hobby has, and has not, changed since it was published in 1980. The Best of White Dwarf Articles is a snapshot of the British roleplaying hobby in the seventies, that for the most part, remains still readable and if you want, still useful.