Friday, December 14, 2012

Happy Hobbit Day and Halfling Witches

Today is the opening of the new Hobbit movie.  I can't wait.  Only 12 hours to go for me!
The Hobbit and D&D, like many my age, are all rolled up into each other.  I remember one Christmas years ago when I got a copy of the boxed set of the Hobbit and Lord of the Rings along with some D&D books.  I will admit I had a Halfling named Bilbo and Dwarf whose family name was Oakenshield.  My son has a Wizard named Gandalf and I remember a guy back in Jr. High who had a character named Frodo.

I say you are allowed to have one character in your life named after a Tolkien character.

Lots of people will be talking Hobbits and Hobbity things.
Today I wanted to talk about Halfling Witches.

Back in 98 or 99 I was at a Journal Club meeting back when I taught stats at the University of Illinois at Chicago.  I didn't have my head in my work at the time, I was thinking about demi-human Witches.  To get me in the mood I was re-reading the Hobbit and Lord of Rings again.

While sitting there I came up with a scene of three halfling women baking bread in a kitchen, gossiping about all the neighbors and who was doing what and who was secretly in love with who in the village.  Their were children playing and running around.     A typical domestic scene.  Except that these women were Halfling Kitchen Witches or Herb Women. I went back to my office later that day and wrote up what would become one of my first demi-human witch traditions, The Halfling Herb Woman.

Note the follow is considered open under the OGL.  It appears in my latest book, The Witch now available in print and pdf format.


Halfling Herb Woman (Witch)

Adventuring halflings are known to be full of wanderlust and a desire to see the world.  Non-adventuring ones prefer the simple comforts of home, hearth and family.  The halfling witch then is the self styled guardian of both halves of the halfling heart.  The halfling witch is rarely an adventurer, but some have been know to have accompanied adventurers in the past.

Halfling witches see themselves as the hands of their Mother Goddess.  Allow the clerics to be Her eyes and voice; the halfling witch has work to do!  This does cause some friction between the two set’s worshippers, but rarely among the populace.  Halfling witches are most like their human cousins.  More females pick up witchcraft, which they just call “the Craft,” than do males, but there has not been the history of persecution among the halfling witches as with the humans.

Halfling witches tend to be open and honest not only about their Craft, but many of their other opinions as well.  While this makes them appear to be crass at times, it has also given rise to a popular saying among halfling youth, “If you want an Answer, ask a cleric.  If you want the Truth, ask a witch!”.

Halflings tend to have loose knit covens that may extend across miles of halfling territory.  When the need arises, the coven may gather, as if by magic, to a predetermined spot.

The adaptability of the halfling race has allowed their witches to exist along side their clerics for untold years.

Herb Women: Halfling Herb Women fill many roles in the halfling community.  First, she is a center of wisdom and understanding of folkways.  In some respects, she acts as an informal teacher outside of the halfling home.  She is a healer and often a seller of herbs, remedies and minor magic.  She may perform marriages (handfastings) and, most importantly, she is also the community’s mid-wife.  Few, except the most knowledgeable clerics, can match her wisdom in the ways of bringing the young into the world.

Halfling witches are very similar to human ones, except there is no history of prosecution for the Herb Women.  So nearly all Herb Women display the sign of their trade openly for all to see - a broom propped outside of their door.  Each morning the herb woman will rise and sweep her back stoop or porch to signify that she is open.  She will then place the broom outside of the door and leave the door open.  This is a welcome invitation for the community who may stop by to buy her wares or even to gossip.  It is believed that if the broom falls as someone walks in then that person is either special or under a curse.  Since the herb woman’s shop is often her kitchen, she can very well be fixing dinner all day while chatting with customers.  When the witch closes her store, she places the broom across the door as a lock.  The ritual tool for the halfling witch is of course the Besom, or witch’s broom.

Herb women get along very well with most human witches of all sorts, Kuruni (elf) and of course Good Walkers (gnomes).  They are typically any non-evil alignment, but individuals have their own choices.


HERB WOMAN (Halfling) WITCH EXPERIENCE TABLE
Level
Title
XP
HD
1
2
3
4
5
1
Halfling Initiate
0
1d6
1
2
Halfling Neophyte
3,000
2d6
2
3
Halfling Apprentice
6,000
3d6
2
1
4
Halfling Sybil
12,000
4d6
2
2
5
Halfling Adept
25,000
5d6
3
2
1
6
Halfling Mystic
50,000
6d6
3
2
2
7
Halfling Enchantress
110,000
7d6
3
3
2
1
8
Halfling Sorceress
220,000
8d6
4
3
2
2
9
Herb Woman
400,000
9d6
4
3
3
2
1
10
Herb Woman
600,000
9d6+1
4
4
3
2
2
11
Herb Woman
800,000
9d6+2
4
4
4
3
2
12
Herb Woman
1,000,000
9d6+3
4
4
4
4
3
13
Herb Woman
1,200,000
9d6+4
4
4
4
4
4


HERB WOMAN (Halfling) SAVING THROWS


Level
1-3
4-6
7-9
10-12
13
Death Ray or Poison
12
10
8
6
4
Magic Wands
13
11
9
7
4
Paralysis or Turn to Stone
13
11
9
7
5
Dragon Breath
15
12
10
8
6
Rods, Staffs and Spells
15
12
10
8
5

CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Halfling
9
8
7
6
5
4
3
2
1
0
-1
-2
-3
-4
-5
-6
-7
-8
-9
1-3
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
21
22
23
24
4-6
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
21
22
7-9
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
10-12
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
13
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


Section 15.
The Witch Copyright 2012 Timothy S. Brannan
"Halfling Herb Women" Copyright 2012 Timothy S. Brannan

Thursday, December 13, 2012

The Witch is now in Print!

For those of you waiting till the Witch appears in print.  Well wait no longer!!
http://rpg.drivethrustuff.com/product/107132/The-Witch%3A-A-sourcebook-for-Basic-Edition-fantasy-games?affiliate_id=10748

My proof copies, your softcover copies will be, well, softcover.

The softcover version of the witch is now ready to go.  For $25.00 you can get it along with the PDF, or just   the physical book.

These make FANTASTIC Christmas gifts (though I am not sure if you will get them in time for Christmas or not).  These make FANTASTIC New Years Gifts for the that special gamer in your life.  Or for yourself.

Wednesday, December 12, 2012

White Dwarf Wednesday #43

White Dwarf #43 comes to us from the long ago time of July 1983.  I was 14 and getting ready to go to High School.  White Dwarf gives us this Celtic themed cover. What's inside?
Well we start off with an editorial from Ian Livingstone continuing the same thoughts he had in Issue 41. He notes that some companies have shut down and others are focusing on computer games.  Next verse, same as the first I guess.  Of course what we didn't know in 1983 was how some of the social aspects of TTRPGs would work their way into computer games, in particular online ones and MMORPG (look, RPG is right there).  Still though I think the Ian of 1983 would be happy to converse with the Ian of 2012 and see the changes that have been made, but also how people are still getting around a table to roll dice.

Marcus Rowland is up first with three (that's 3!) mini scenarios for last issue's Cthulhu Now.

Open Box is up with the game changer game for White Dwarf; Warhammer.   At this point in time Warhammer is being produced by Citadel Minatures and only gets an 8/10 from reviewer Joe Denver.   Questworld for RuneQuest is next. It gets an overall 6/10 from Oliver Dickinson, who is not impressed.
Lastly we have 9/10 review for a Play-by-Mail game, The Tribes of Crane.  Kids ask your grandpa about play by mail.

A bunch of new sci-fi books as well as some on disproving psychic phenomena (in particular Uri Geller) feature in this month's Critical Mass.

Lew Pulsipher is up with buying and selling magic items and why the "magic shop" concept is a ridiculous idea.

Oliver Dickinson is back with some Griselda fiction.   Andy Slack has vehicle combat for Traveller in this issue's Starbase.

The highlight for me is the second part of Irilian. The time the Northwest corner. We get six pages , dozens of locations and NPCs.

In the Letters section a letter complaining about having to read about Lew Pulsipher all the time was sent in by  Lew Pulsipher.  More debate over Don Turnbull and his point of view on the Necromancer class.

Thomas Price is up with Starport Design in Traveller.  Though there is not much here that couldn't be easily converted over to Star Frontiers,  in fact that is exactly what I did.

Oliver Dickinson is back, again, in RuneRites, discussing damage absorption in RuneQuest.

Fiend Factory has a collection of monsters that appear to be riding something.  We get Bug Riders (who ride on bugs), The Lich King (who is riding a Nightmare) and the Vanith-Vadiren, or heavenly elves that ride on pegasi.

Treasure Chest covers the martial art Bujutsu for AD&D monks.

At the bottom of the page we get another milestone in the publication of White Dwarf.
The first strip of the comic Gobbledigook  by "Bil" aka Bil Sedgewick.  The adventures of Gobbledigook the Goblin will appear off and on till about issue #100.

Classifieds and ads end this issue.  TSR has a new add featuring all it's Sci-Fi properties; Gamma World, Star Frontiers. Ares magazine and some minigames.

Pretty solid issue. I remember when I first got it I was hoping for something more Celtic themed inside, but not this issue. The cover art is cool all the same.

Tuesday, December 11, 2012

S&W Witch?

I have been rereading the Sword & Wizardry rules since Thanksgiving.

http://timbrannan.blogspot.com/2012/11/second-chance-weekend.html

And I am discovering I rather like it.  It's not perfect, and there are some things that I am still not sure why they did what they did.  But it is pretty solid.

The question I now have for all of you is this?  Should I spend any time doing a S&W version of the Witch?
Not the entire book, just the class.  I would focus on making is a core class and stripping it down to it's essentials.  Maybe just 1 tradition with some occult powers. It would be a new tradition though, something not in The Witch or Eldritch Witchery.

I am not sure yet. And if I do, whether it should be free, for sale or what. I would naturally want to include some new material.

Would anyone be interested in such a thing?




Monday, December 10, 2012

Reminder: Adventures Dark and Deep

Just a reminder that there is only just about a week left for the Adventures Dark & Deep Kickstarter.

http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual

This is the best thing to a no-brainer Kickstarter.  The book is already done and the author is looking for some art to improve it.

So please stop by and support this really cool "What if" project.

Selling my Soul to Google

I am very active on Blogger.  All my RPG related email goes to my Gmail account.  I use Google Analytics to track trends on my blog.  I own an Android phone and tablet.  So I am pretty sold on this Google idea.

Well this weekend I found the one thing my gaming life needs more than anything else.
I discovered the new Chrome Book.

It runs the new Chromium OS and uses all the same tools I use now for my RPG work.
Not only that, but last week I began a new RPG book.  No surprise there.  But this deal is that this is the first time since 1989 that I have started one on something other than Microsoft Word.
I was an early adopter of MS Word. The first copy I ever bought was Word 1.1 for Windows, I quickly upgraded to 2.0.  I have tried other software.  I had used many others before this; PC Write was a big one for me. I spent untold hours in front of a screen using WordStar. I even, briefly, tried WordPErfect (and hated it).  I would guess that in the last 23 years I have spent about 30,000 hours using Word.  That's about 5-6 hours a day. Work really adds to this number since everything I do there is in Word.

Last week I started a new RPG book in Google Docs.  I have used Docs before for other things and even have written a number of things for work or pleasure in it.  But I usually started them in Word.  So this is a big deal for me.

This new Chrome Book would give me all the tools I am using now.  Sure I have a laptop and a computer.  The computer is in my office and not portable.  The laptop is for work.  My tablet is great, but not great to write with.

I like the idea of having a separate RPG computer to hold all my PDFs and works-in-progress.
Now if I can only get one for Christmas!




Sunday, December 9, 2012

Google+ Communities

Google+ Communities are here.
They are like the groups on Facebook, but only newer.

Given that many have been making the exodus to G+ from Blogger in one form or another I think we will see more action around these Communities than the Facebook Groups.

So far here are the ones I have joined.
OSR, https://plus.google.com/u/0/communities/118190724629075727878
Tenkar's 2k Coppers, https://plus.google.com/u/0/communities/115059664568026915110
Original OD&D, https://plus.google.com/u/0/communities/114326032631828731549
AD&D, https://plus.google.com/u/0/communities/109964829231860013841
Pen and Paper RPG Bloggers, https://plus.google.com/u/0/communities/101959010193271962180
RPG, https://plus.google.com/u/0/communities/106022701838596878185
D&D (Unofficial), https://plus.google.com/u/0/communities/114959286898953661246
D&D Fans, https://plus.google.com/u/0/communities/112562269238493905636
Pathfinder, https://plus.google.com/u/0/communities/109371885284435835324
Swords & Wizardry, https://plus.google.com/u/0/communities/105496313464716843665
World of Mystara, https://plus.google.com/u/0/communities/105389729506439568188
RPGs for Kids, https://plus.google.com/u/0/communities/100097872501511896713
Mutants & Masterminds, https://plus.google.com/u/0/communities/104627906123814220434
Role-playing Games, https://plus.google.com/u/0/communities/115336206234034239085
G+ RPG Hangouts, https://plus.google.com/u/0/communities/101466247068767710475
G+ Tabletop Roleplaying Games, https://plus.google.com/u/0/communities/107422815813208456454

And one I have created, The Victorian Gamers Association. https://plus.google.com/u/0/communities/102108261281878174664

Come by and say hello!


Saturday, December 8, 2012

Zatannurday: the Amazing Adventures of Zatara!

I have been spending the week with Amazing Adventures the new Pulp Game from Troll Lords.
The cool thing about the "Pulp Era" is it more or less coincided with the "Golden Age of Comics".  There are a lot of reasons for that which I will leave to others more knowledgeable than me.  There is one thing I do know pretty well that covers both the Pulp and Golden Age of Comics and this blog.
Giovanni "John" Zatara.

Giovanni Zatara is the father of Zatanna Zatara.  I have talked about and stated him up before, but this might be my favorite  version.  It seems to fit rather nicely.  Again, I started with his M&M3 stats as a base line.  I also wanted to make him a CHA based Arcanist since I felt that it worked best, given his career as a stage magician wold have mostly been about illusion.  I also felt the description of a CHA-based Arcanist fit my idea of who Zatara, and Zatanna, are.

Giovanni "John" Zatara
Arcanist (CHA) 12
Human* Male, Lawful Good
hp: 50
MEP: 120
AC: 14 (dex, ring of protection)
Move: 30'

STR: 12 (0)
DEX: 16 (+2)
CON: 10 (0)
INT: 16 (+2)
WIS: 14 (+1)
CHA: 19 (+4)

*Zatara is a member of the Home Magi race. He gains a +1 to CHA and a -1 to CON.
Zatara, as a quirk of his own style of magic, must speak all his spells backwards in order to wrok.

Languages: Italian, English, Latin, Greek (native language is Italian)
Background: Entertainer (Actor) +4,
Traits: Spellgifted (transmutation), Spellgifted (illusion)
Skill: Knowledge (Arcana)

Gear: Top hat, cane (magical focus +2), tux

Spells 9/5/5/4/3/2/1
0: Arcane Mark, Detect Illusion, Detect Magic, Influence, Light, Mage Hand, Message, Prestidigitation, Stun
1: Change Self, Charm Person, Daze, Obscuring Mist, Sleep, Silent Image
2: Alter Self, Blur, Detect Thoughts, Hypnotic Pattern, Misdirection, Pyrotechnics
3: Blink, Clairvoyance/Clairaudience, Hallucinatory Terrain, Major Image, Suggestion
4: Confusion, Dispel Magic, Mirage Arcana
5: Major Creation, True Seeing
6: Mass Suggestion

I am very, very pleased with this.  So pleased in fact that if I ever get a chance to play AA I want to play Zatara.

Links for Amazing Adventures

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

Friday, December 7, 2012

Willow and Tara: Amazing Adventures

Amazing Adventures is a fun game.  When I first got my hands on the playtest copy the first thing I noticed (granted I was looking for it) was the Arcanist class.  What I enjoy about it is how flexible it is in concept.  It's not just a wizard, cleric or witch.  It is one class that can do all of that.

So of course I wanted to test it out.  I grabbed my binder of witches and thought about who would be good for a Pulp Age witch.  Or more to the point, which three since I wanted to try this out using the three types of "builds" the Arcanist can use, INT, WIS and CHA based.  My choices really though were made for me.

The great thing about using Willow and Tara is it does give me the chance to try out the INT and WIS based Arcanists.  Also they are characters I know quite well so stating them up usually is only as slow as my familiarity or unfamiliarity with the system.
Plus I have stated them up for d20 before, so I had a base idea of what they needed to look like.  For these builds I used my base Modern d20 and little bit of my Macho Women with Guns d20 one.

The hard part isn't that, but it is deciding on how it is they could be in a Pulp World, 50 years before they were born.  For this I go back to the Uber concept.  Last month I posted the Call of Cthulhu versions of the girls.  In many ways the AA versions are the same as the CoC versions, but these AA versions cleave a little closer to my own Dragon and the Phoenix canon.

I have to admit the idea of a Pulp-ish Willow and Tara came to me from the strangest of places.  I was watching "If These Walls Could Talk 2" and there was an older lesbian couple in the first sequence.  While older in 1961, they could have been the adventuresses of the early Pulp Era.  In the 1920s and early 30s they would have been in their late 20, early 30s.  So why not.
I guess think of these stats as the continuation of the CoC ones from the early 1920s.

Willow and Tara in Amazing Adventures
Willow and Tara in the 1930s are just out of college.  They discovered each other from their shared use of magic and now they much adventure across the world search for more arcane secrets, stopping the forces of evil in both human and nonhuman form all while being perused by cultist and Nazis.

Willow Daniel Rosenberg
Gagdeteer 1/ Arcanist(INT) 12
Human Female, Lawful Neutral (Good),
hp: 45
MEP: 114
AC: 12 (locket of protection)/ 15 (when in physical contact with Tara)
Move: 30'

STR: 9 (0)
DEX: 11 (0)
CON: 11 (0)
INT: 18 (+3)
WIS: 16 (+2)
CHA: 17 (+2)

Languages: English, Latin, Hebrew, French* (extra language)
Background: Scientist +4 (+2 initial, improved at 5th, 10th level), Mathematician +2
Traits: Spellgifted (offensive), Reckless
Skill: Knowledge (Arcana)


Spells per Level

9/6/6/5/3/2/1
0: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1: Arcane Bolt, Burning Hands, Identify, read Magic, shocking Grasp, Sleep
2: Bullet Proof, Darkness, Enhance Attribute, Invisibility Scare, Shatter
3: Blink, Clairaudience/Clairvoyance, Fly, Lightning Bolt, Magic Circle
4: Confusion, Locate Creature, Scrying,
5: Telekinesis, Telepathic Bond
6: Chain Lightning


Tara Ann Maclay


Arcanist (WIS) 11
Human Female, Lawful Good
hp: 42
MEP: 100
AC: 12 (locket of protection)/ 15 (when in physical contact with Willow)
Move: 30'

STR: 12 (0)
DEX: 9 (0)
CON: 12 (0)
INT: 16 (+2)
WIS: 18 (+3)
CHA: 16 (+2)

Languages: English, Latin, Greek* (picked this one up along the way)
Background: Historian +4 (+2 initial, improved at 5th, 10th level), Artist +2
Traits: Spellgifted (defensive), Polite
Skill: Knowledge (myth and legend)

Spells per Level

9/6/6/5/3/2
0: Blinding Flash, Detect evil, Detect magic, First Aid, Know Direction, Light, Purify Food & Drink, Message, Prestidigitation
1: Animal Friendship, Command, cure Light Wounds, Protection from Evil, Remove Fear, Shield of Faith
2: Aid, Darkness, Delay Poison, Hold Person, Lesser Restoration, Speak with Animals
3: Cure Serious Wounds, Dispel Magic, Magic Circle against Evil, Remove curse, Spiritual Weapon
4: Dismissal, Restoration, Wall of Force
5: Dispel Evil, Scrying

I like how they turned out and am looking forward to trying out some of this flexibility.

Links for Amazing Adventures

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

I am all social and stuff

I am looking to expand my social presence some more so I have started using my Twitter account more.
Many times I "tweet" links to this blog, but I also use it to do some simple broadcasts that might be outside of this blog's realm.

If you want to follow me here is the link.
https://twitter.com/timsbrannan

I am now also on Tumblr.  I am not exactly sure what Tumblr does for me that Blogger doesn't, but it seems easier to upload pictures.  So I might be using that to upload various pics.
You can find me at http://timsbrannan.tumblr.com/.

I am still on Google+, Facebook and LinkedIn.

Now I just need something to say!

Thursday, December 6, 2012

Run Booster! Run Blue!

Ok. So I got sucked into this contest.

The contest is take this photo of cosplayers Jettie Monday and Katy Mor:


And make them run from something scary.

My photoshop skills are only ok.  But my thoughts went immediately to what would be the scariest thing they could be running from?  Ron Jeremy.  Atomic Ron Jeremy dress as Mario.



How's that for horror!  I should have made his eyes glow.

I should stat him up for Mutant Future to be honest.  12' tall Atomic Ron Jeremy.

No idea if I won the contest or not.

Amazing Adventures: Day of the Worm


Amazing Adventures: Day of the Worm

It was can only be called expert timing, the first adventure for Amazing Adventures comes out the same week I am dedicating a week to playing around with and reviewing AA.  Seriously, I had no idea that they were going to do this and I also had nothing for AA planned for today thanks to work.

From the Core Rules book author, Jason Vey, this adventure is a delightful little romp with everything you would expect in an Pulp Adventure.  Or at least everything I expect; square jawed heroes, Nazis, secret cults, ancient forgotten beings, exotic locales in far away lands (Egypt no less!), a femme fatale, and a mysterious treasure.  Really what more could you want?

The 4 Act Adventure process detailed in the core book is brought to life here with plenty of guideline on how to alter it to suit your's or your player's needs.  It is also a good guide on how to create your own adventures.

14 total pages, 12+2 covers.

What Troll Lords REALLY needs to do is make an Amazing Adventures Box set.  Rule book, this adventure (maybe one more), dice, a map of the world circa 1938 or so and a bunch of character sheets that look like passports.  THAT would be an awesome set.

Wednesday, December 5, 2012

White Dwarf Wednesday #42

White Dwarf #42 was an elusive one for me.  I didn't buy it when it first came out but once I picked up WD 43 I really wanted it for the Part 1 of the city.  I finally got a copy years later.  So let's go back to that time in June of 1983 when this was on the stands.

Ian Livingstone is up first with the editorial on the changes in WD.  He mentions getting hate mail over the changes, but some were positive.  Most mail concerned the changng of the White Dwarf header title and the silhouetting of the White Dwarf.  Well the editorial page is compromise. The title remains and the white dwarf is broadly silhouetted, but filled in as well.

Marcus Rowland gives us a very interesting article on "Cthulhu Now!"  not the book that would later appear, but ideas and skills for moving CoC to 1980s England.  The art for this article is a classic one for me.  While I didn't see it at the time, when I later picked this up it fit my conceptions of England by-way-of The Young Ones and MTV; a smoking out of work punk rocker about to get grabbed by a tentacled monster.  This article seemed so odd to me.  I had Chill for modern day play CoC was for the 20s!  Still though I loved it.

Graham Staplehurst presents, in what I think is his first WD article, Anti-thieving tech in Traveller.  According to this article we have gone up at least 1-2 Tech Levels (TL) since it was printed!

We get some fiction from Oliver Dickinson, "Shamus Gets a Case".

Open Box is up with some more reviews. Soloquest 3: The Snow King's Bride from Chaosium is reviewed by Oliver Dickinson. It is for RuneQuest and he says he found varied and enjoyable, giving it 8/10.
The Citadel of Chaos & The Forest of Doom Solo RPG reviewed by Marcus L. Rowland is next.  They are "sequels" to Warlock of Firetop Mountain, but I'll admit I am not as familiar with these.  Which is too bad really because Rowland loves them giving them a 9/10 and 10/10 respectively.
Ther Grav-Ball board-game from FASA is then reviewed by Ian Waddelow. He does not like it, saying it delivers so little and gives it a 4/10.  Lastly we have the classic The Morrow Project & an adventure/scenario Liberation at Riverston reviewed by Phil Masters.  Morrow Project was one of those games that locally were played by the "serious RPGers".  I was just a a kid (ok 13-14) and I was "still" playing AD&D.  The REAL role-players were playing Morrow Project and CoC.  CoC I got, this one? Not as much.  Neither did Masters apparently.  He gave them a 5/10 and 6/10 respectively.

Report of the Hugos is up in Critical Mass.

Lewis Pulsipher should be required reading for anyone serious about D&D as a craft.   He is up with Castles in the Air or "Why Dungeons Exist".  It gives us a "natural" rationale for dungeons under castles in a world where humans can fly, teleport and become invisible. He challenges to think about the effects of magic in the world and how it changes things.

Marcus L. Rowland is back in Microview with a BASIC program for Careers in Traveller.  Man I loved these things. I spent hours typing these programs into my TRS-80 Color Computer 2. Course I had to change things since the version of BASIC licensed from Microsoft in the TRS-80 CoCo was different than the Z80 or ZX81 (Zilog 80) BASIC here (and even different from the Z80 BASIC in the regular TRS-80).  But I didn't care.  Computers were the future and knew that then too.

Ah. Irilian. I LOVED Irilian.  Daniel Collerton gives us a complete AD&D city in multiple parts.  I searched for this issue for ever just for this article.  I still get all stupid sentimental about it.  I even started what would be my first house rule book, the Urban Survival Guide because of the fun I had with this.  I really should xerox these pages and put them in a binder to use in my new AD&D game.

Up next are more letters discussing (if I can use that word) the content of the last couple of issues.

Fiend Factory is back. This time is the last of the non-human Gods.  We the Gods of Norkers, Ogrillons, Pebble Gnomes, Shadow Goblins, Skulks, Svirfneblin, Trolls and Xvarts.  Like the last batch I might re-use these as demons or devils.  Just because that seems to work for me.

RuneRites covers Horses for RuneQuest. More detail on various breeds than I would ever need.

Treasure Chest has some new Spells for AD&D.

We end with some ads.

Again a solid issue made golden for me thanks to me thinking it had so much more and searching for it for a while.  But not to understate it at all, the first part of Irilian was and still is the main source of worth for me in this issue.