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+-+--+-+--+-+ VOLUME FIVE NUMBER ONE
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+___________+ FFFFF SSS FFFFF N N EEEEE TTTTT
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| ++ | F S F NN N E T
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| ++ | FFF SSS FFF N N N EEE T
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| | F S F N NN E T
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|_________| F SSS F N N EEEEE T
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/___________\ ==========================================
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| | BITNET Fantasy-Science Fiction Fanzine
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___|___________|___ X-Edited by 'Orny' Liscomb <CSDAVE@MAINE>
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<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>
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CONTENTS
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X-Editorial Orny
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Complete Game Design Orny
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Origin of a "PBM" Game Stephen Tihor
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Nuclear Autumn Joseph Curwen
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ELFQUEST Supplement Review Richard Jervis
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A National Gaming Organization Mike Barbre
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Date: 072086 Dist: 157
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<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>
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X-Editorial
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Well, hello, and welcome to the roleplaying game and other
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assorted miscellany issue of FSFnet! Included in this issue you will
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find some interesting gaming-related articles, including an article
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by a gentleman who has designed a rather extensive PBM game. There
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are also a few odd tidbits, including an extra story by Joseph
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Curwen. Issue VOL5N02 will be out very soon after you receive this
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issue, and will return to the Dargon project with some more
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excellent fantasy fiction by BITNET authors. I'd also like to
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mention that we might be losing some of our Dargon authors, and
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would like to encourage readers who dabble in writing to try their
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hand at writing a Dargon story. It is, after all, a writing project
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for the authors, and an excellent writing exercise.
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As for news, there is some. New books are appearing left and
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right, as well as reprints, so I would suggest that people check
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several bookstores for their favorite authors, and perhaps some new
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ones. Also, I highly recommend the Bowie/Henson movie "Labyrinth".
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Although the plot is a little bit contrived, the remainder of the
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film is well worth the admission price. Bowie was highly bearable in
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his role as Goblin King, and Henson created some effects that really
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shake you up. I would go see the movie twice or three times simply
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to appreciate the action. Excellent film.
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But on to the meat of the matter, an issue dedicated to the fine
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art of roleplaying gaming. Enjoy, and we'll see you in Dargon in a
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couple weeks!
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-Orny <CSDAVE @ MAINE>
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<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>
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Complete Game Design
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There are four aspects of every roleplaying game that must be
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properly coordinated and supervised by the gamemaster to result in a
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successful game or campaign. In this short article I shall attempt
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to share some of what I have learned in my gamemastering experiences.
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The first and most basic step in any game is choosing what game
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rules system to use. There are virtually countless rules systems
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available commercially, and most gamemasters feel that they are
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sufficient for their purposes. Some gamemasters decide that the
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rules are acceptable with minor modifications. A few gamemasters
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eventually undertake to create their own rule systems. All
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gamemasters, however must choose between these options, and I have
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developed some criteria by which gamemasters may choose the systems
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they use. Firstly, the gamemaster should know what he wants from the
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system, weighing elements he desires to incorporate and elements he
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wishes to avoid. Special attention should be given to the tradeoff
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between realism and playability. Finally, the best way to understand
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the shortcomings and strengths of a game is to playtest it.
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Playtesting is one of the strongest tools of the game designer, and
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is the proving grounds for the system. Overall, an intelligent
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choice of game systems, be they commercially available or
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self-designed, is a critical point in game design.
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The second aspect of a game which must be addressed is the game
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locality and environment. THis includes the layout of the land,
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geographical features, maps, towns, NPCs, and so forth. The best
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policy to create an environment is to start small. Often gamemasters
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start out by drawing entire continents, and run into trouble when
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play concentrates on a smaller scale. Detailed maps are excellent
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tools, and accomplish the dual purposes of arousing player interest
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and avoiding the creation of generic "areas" that lack in detail.
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Thirdly is scenario design; the adventure. When designing an
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adventure, keep the players interest in mind. Bring the party
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together in a logical and believable manner. As soon as is
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convenient, grab their interest by giving them a major event to
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think over. For example, they find out that several people have
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disappeared from their town. This will give the players something to
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think about and a purpose to unite them. As the major plot builds
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up, throw in minor subplots (ie they find out that the trusted
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sheriff is a werewolf), leading up to the climax of the major plot.
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For each adventure, there is a time to think and a time to act, and
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your players should not be confused as to which is which. A balance
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of "think'n'sweat" and "hack'n'slash" will keep everyone happy.
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During each session your players should feel a sense of achievement
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or gain, as well as some doubt at the mess they've gotten themselves
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into. The purpose of the game is to make your players feel some of
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the emotions of their characters, and to suspend their disbelief
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just enough. A well designed scenario is a major factor in this.
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The final point is not an aspect of the game, but of the
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gamemaster. As gamemaster, you must carefully implement the game
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system, the environment, and the scenario to have a successful game.
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Your performance in actually running the game can make a
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badly-designed game exciting, or a well-designed game a flop. THe
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first thing to remember is to know the game system. Having to
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constantly page through rules detracts from the players enjoyment of
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the game, and is rather unprofessional. Keeping things moving is
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very important. Waiting for the players to stumble upon a key clue
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is futile and aggravating for the players. It is also important to
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not be predictable in what you do. Players who know what you will do
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are bored players. Finally, make the players play the roles of their
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characters. That's what roleplaying is all about.
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A careful management of the game system, the campaign, the
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scenario, and your gamemastering style will result in successful
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all-around game design. Each aspect has its pitfalls, which must be
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learned to be avoided. I hope that sharing my gamemastering
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experiences are of use to you in yours.
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-Orny <CSDAVE @ MAINE>
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<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>
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Origin of a "PBM" game
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I have been involved in fantasy gaming and, to a lesser extent,
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wargaming since the late 60s when I started dropping by the old SPI
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offices in New York for their Friday night playtest sessions. A
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number of my friends also playtested for SPI and some of them, such
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as Greg Costikyan, went on to become professional game designers. It
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is only natural to want to design one's own game after seeing so
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much happen in this environment, but I always found the heavily
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competitive style and the WW II orientation of traditional wargaming
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uncomfortable.
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With the arrival of D&D in late 1974 I found a medium in which I
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was comfortable working, and have been involved in running various
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rolegames ever since. Edi Birsan, another NY area gamer with a more
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wargaming bias, changed his campaign from face to face to a fantasy
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wargame/miniatures campaign (reversing the evolutionary path of D&D)
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which many NY area players found interesting. Unfortunately it had a
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strong flavor of gamesmaster intervention which was generally felt to
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be a "bad thing."
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Most of my effort (and that of our group) went into evolving our
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local rules systems first from D&D and the later our own design in a
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project for SPI, part of which was eventually degenerated into their
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RPG, Dragonquest. The idea of a "play by mail" style game in a
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fantasy envrionment continued to intrigue me. Last summer a couple
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of my friends who were playing in a number of commercial PBM games
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suggested that it would be interesting to do our own game. The idea
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immediately appealed to me but I felt that it had to be designed for
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computer moderation from the begining. After a couple of
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brainstorming sessions we agreed on a number of game principles:
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Each player would BE a single character in the world
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Every character or unit could only control up to FIVE
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other characters, units, or provinces, but those
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characters or units could control up to FIVE other
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characters, or units, or provinces, etc
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No control would be perfect and permanent but we are
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playing a fantasy game, not Computer Illuminati, so it
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would not be easy to seize control of a fifth of player's
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entire hierarchy of control
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While a unit remained loyal then command and control would
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be perfect (telepathy is a wonderful spell)
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Each character would have skills which could be improved
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over time and new skills could be learned
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The game would be set in an Earth-like world where the
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technology was that of the middle ages, magic worked, and
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intelligent species other than humanity existed.
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The basic turn would be one month
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A person, unit, stack of units, or province could execute
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one order per month
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A lone rider on horse back could cover four provinces in
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one month if not attacked
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The game would be entirely computer moderatable with no
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human intervention in the adjudication of individual
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orders needed (i.e. no special orders; if it's worth doing
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it's worth making a part of the program)
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There is limited information about the world, the actions
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of other players, and the exact values of the various skills
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More information could be discovered in the course of play
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The multi-player diplomatic aspects and limited
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information would provide the major initial challenges
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A player need not fight for "world domination" to enjoy
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playing; movement and combat should be credible for both
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armies and small parties of adventurers
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The wargaming aspects would be done first since they would
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draw more people into the game
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New rules modules and thus activities and playing styles
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will be added transparently
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New players can join at any time
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People and places are basically the same things and many
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of the same options apply to both, thus you can control
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a city directly and it in turn may have mercenary units
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working for it.
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It turned out that I was the only one of the designers in a
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position to code extensively so I ended up writing the entire 12k
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lines of C. I chose "portably written" C rather than LISP as the
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implementation language to insure that the game would be very
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portable, there would be adequate fast implementations available for
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the top of the line microcomputers on which the game would
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eventually have to live if it worked well enough to move it beyond a
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hobby project. My general goal would be for it to expand to the
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point that it can be run be a NY area game company as a "for-profit"
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project and I can stop having to run the turns myself and
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concentrate on development.
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This winter I felt the program was solid enough that I started
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collecting local playtesters. The first six turns were run weekly
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but as people gradually came to want longer turn deadlines we moved
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to biweekly turns. Then people wanted more actions so I moved the
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basic action from units of a month with four weekly movement/combat
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phases to units of a week, with some actions taking more than one
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unit. The underlying implementation of time was designed to to
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handle very small quantums of action since I felt uncomfortable with
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large turns containing many smaller phases and more comfortable with
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actions taking place in continuous time. Breaking the monolithic
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month required only changing a couple of constants.
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With the move to a longer turnaround it became possible to have
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players not within shouting distance and I solicited some additional
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playtesters using the Usenet newsgroup net.games.frp. We currently
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have 21 active playerships and perhaps 14 semi-active ones. Many of
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the more active players are network players since they have faster
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communications than even some of the "face-to-face" players do. It
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has been interesting watching the flow of message from player to
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player as initally everyone took advantage of the anonymity of
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messages sent though the gamesmaster and the newsletter rather than
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simply exchanging phone numbers and addresses. In the last few turns
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the communications rate has climbed steadily as one player seized
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the capitol and others began aligning themselves against his
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position. As I send this off the Game is turning the year counter
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over. People are now writing orders for the first "lune" of the
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second year of play. One effect of the continuing nature of the
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playtest is that players continue to join the game as time goes on.
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To adjust for the inital position effect the starting resources a
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player was given increased steadily over the first seven turns to
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compensate for not being able to submit moves for the earlier turns.
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Some players are also being placed on a second land mass to separate
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them from then rather messy war starting on the mainland until they
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get their sea legs, as it were. (Most players take a couple of turns
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to get the feel for how things are done.)
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Lately my efforts have been divided fairly evenly between
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expanding the world by adding additional places and NPCs; adding
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documentation such as lore sheets on provinces, players, and skills;
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and, expanding the basic game options by adding additional uses for
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skills, enhancing the underlying economic model and sections of the
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game that are only now being used (the first player ship on the high
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seas prompted me to finish the "Storms at Sea module", and add new
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major modules. The current big project is the Heroic Adventures,
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random encounter sequences which present options for actions and
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support for attacking Dragons with one Hero rather than one Legion.
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We lost a few players when the spring term ended at several
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schools. It is time to add a some additional players with stable
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network access. If anyone wants to contact me I can be reached at:
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UUCPnet: {ihnp4,seismo,...}!cmcl2!tihor
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ARPAnet: TIHOR@NYU-ACF1 or TIHOR@NYU
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BITnet: TIHOR@NYUACF
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Copies of the setup package are available on request but are
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fairly lengthy to send over UUCP links. They can be picked up via
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anonymous FTP from NYU.ARPA (or NYU.EDU) as ~ftp/pub/tihor/rules.
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The current newsletter is .../tihor/newsletter and is included with
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setups. The costs for network turns are negligable so there is no
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charge for people getting their turns in person or by e-mail but it
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is recommended that most network players send me a couple of SASEs
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for hand written responses if they include an ad in the T'NYC Times
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(the newsletter) which solicit responses since some players will be
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giving me handwritten replies.
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-Stephen Tihor <TIHOR @ NYUACF>
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<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>
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Nuclear Autumn
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In the last days of a decadent race, the eternal children sought
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what tawdry pleasures they could, well knowing but never realizing
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that their time was nearly at an end. These were the Glorious Days,
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filled with all the myth and wonder of Man's devising. And myth and
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wonder there were. So much so that a man might live out his entire
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life, which could no longer be adequately measured in years, without
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perceiving even the slightest hint of the cold realities which had
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faced their historical predecessors. No pleasure palace of Kubla
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Khan could compare with the vast panorama of delusion in which Man
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had enfolded himself. In truth, the commonalities of such an
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existence would have caused even the most tainted of Sultanates to
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blush. But of course, the act of blushing itself had grown to be
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only the vaguest of myths, half-heartedly sought by countless
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numbers of pleasure seekers who were incapable of conceiving of any
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emotion leading to its expression. Life had reached the bounds of
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Man's finite imagination, but still the populace desired more.
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It was inevitable. The sensual pleasures had been exploited to
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their fullest. The intellectual pleasures had long since been
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abandoned as requiring such great an effort for such small returns.
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Looking back across those final years, one recognizes the odious
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progression of those dissatisfied with the ability to define one's
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own existence with such precision. One sees a steady growth in the
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numbers of those who desired hardships and death, and those who
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wished to savor the things that the society constructed by their
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forefathers had forbidden them. Perhaps it all arose naturally from
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the destructive instinct in Man, which while carefully channeled by
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society into acceptable forms could only achieve the palest of
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expressions. Society had done its best to compromise with this
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force, providing more and more outlets of outre expression which
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would have shocked any sane individual of another age. But the
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attractions of the forbidden were felt in much greater proportions
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by those unused to any form of self-discipline. There could be no
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compromise.
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Small sects of discontents arose and grew in number until they
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encompassed the greater part of the entire population. They were
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dissatisfied with mechanized life and sought refuge in artificial
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wildernesses, harkening back onto the mythical days of their
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ancestors when Man vied directly with Nature in continuous combat.
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But it was not enough, as as they knew that they were in an
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instant's communication with great mechanized forces capable of
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easily overcoming any task, there could be no full appreciation of
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the struggle to survive. As long as any man had access to such
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devices, their day to day victories in the "Wilderness" shown shallow.
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And so after a long period of fruitless pursuit, an unspoken
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resolution formed in the minds of each and every man. Man must be
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freed from his devices, freed to struggle once more in a world where
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the combat was meaningful, a world with obstacles worthy of
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challenging Man once again. But turning off the machines would not
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be enough, not so long as they could be reactivated. To free Man
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would require that society and its machines were totally and
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irrevocably destroyed. This presented Man's first real challenge in
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centuries for the devices of Man's society had been constructed to
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withstand any mishap unscathed. They could not be averted from their
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continuous and ever present functioning.
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Man puzzled long over this dilemma without solution, until one
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day a very unfashionable elder, who had chosen to seek pleasure in
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the lost knowledge of Man's history, struck upon a forgotten record.
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It seemed that in the days long before civilization, Man had done
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violence unto himself in massive numbers. The very concept was at
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once unbelievable and exciting to these souls trapped into passivity
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by their societial machine. But even more than this, it presented
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hope. In some forgotten era of the race, Man had constructed engines
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capable of destruction well beyond even their own comprehension.
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Man's fear had caused these engines to go unused and unremembered
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but not untended. As was the practice of all the Great Builders,
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these engines of violence were perpetually maintenanced by machines
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which would last until Armageddon.
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Here at last was a solution. There was no discussion. They were
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driven by their desperation, knowing there was nothing to lose.
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Resolutely, the masses uncovered the engines of destruction and set
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them about their inevitable course. They awaited hopeful of their
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outcome, hopeful of escape.
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And Man looked upon a new day....a new beginning.
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-Joseph Curwen <C418433 @ UMCVMB>
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<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>
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ELFQUEST the Roleplaying Game (tm)
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Companion I and The Sea Elves Review
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This was intended to be a short review of the new gaming aids
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for Elfquest players by Chaosium, but in discussion with others I
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found that the one thing all of us seem to miss was an extended
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table of Contents or an index of sorts. Personally I lean too
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heavily on such things when learning a new game, from lack of
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familiarity or laziness or just for some semblance of speed when
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trying to involve others in my scenario.
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When the Companion came out in August I had hoped for a
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compendium of sorts, or perhaps a gamemasters guide to tables and a
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quick reference outline for character generation. While it was full
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of information both expected and desired, there was no index. So I
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made my own. At the end of this article I'll list the list of "Poor
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Richard's Index". This is by no means exhaustive or complete, as I
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was only attempting to narrow down the areas of info. A complete
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listing would include the Two manuals, the Companion, the Sea
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Elves, references to the Quest , the Fanclub, and anything else one
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might find useful. That is a tall order when the original idea was to
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shorten reference time, not expand it.
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Podium aside, I'll get onto the review at hand. Firstly the
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Elfquest Companion opens with some updates to the game made
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necessary by issues 19 and 20 of Elfquest in an errata section. For
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example, the modification of the rule about shaping dead wood made
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necessary by Redlance's actions, and information about the gas
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bombs used by Ol' Maggotty.
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Also, the stats for 17 more characters from the quest are
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included, but 'Rotsap and splinters in me hand! No new soul-names!'
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The section on Finding an Elfname is useful... my basic rule is if
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you don' t pick one, One will be given.... "Help with Elf design" is
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interesting, I nicknamed it "How to draw elves the Pini way." It
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gives some filling out for NPC's as well as being a good guide-line
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for undecided characters. "Wolf Ecology" is a comparative study of
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the wolves on "The World of Two-moons" and those of Terrestrial ilk.
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I think this should be "must" reading for players and Gamemasters
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alike to help with role-playing and to help dispel some
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misconceptions about wolves. The Wolfhaven Holt, a divergent branch
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of wolfriders, gives some good ideas for Holt development in your
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game. A pseudo-history is included, and the module; "The Dying
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River" is meant to be played by a branch of Wolfhaven elves. (This
|
||
doesn't preclude others, it's merely a suggestion.) The Second
|
||
Module, "Fire Flight" is for several Plains elves. "The Sea Elves" is
|
||
a complete culture supplement for Elfquest based on the concept that
|
||
some High ones fled from the humans only to run into the ocean. They
|
||
colonized several islands with the help of dolphin like creatures
|
||
known as wave-dancers. The supplement is divided into sections on
|
||
history, the islands and the creatures who inhabit them. We are
|
||
given five new powers and three excellent modules. "Stormcoming
|
||
Hunt" is a race against time and tide, "Littlesmoke Island"
|
||
provides a backdrop for exploration of heretofore undiscovered
|
||
islands, and "Assault of Smalltower Island" presents a different
|
||
view of elves, in the role of pirates! I'll not say a lot more about
|
||
the modules so as not to spoil the surprises, except that they look
|
||
real nice and that there's more to them than their names imply. The
|
||
Elfquest Companion I and The Sea Elves are available from Chaosium,
|
||
INC. Box 6302-eqc, Albany CA 94706-0302 for about $6.00.
|
||
-Richard Jervis <C78KCK @ IRISHMVS>
|
||
|
||
POOR RICHARD'S ELF INDEX FOR Elfquest (tm)
|
||
(Sections are caps, tables are marked with a dash, and
|
||
Characters are in quotes. Numbers suffixed with an 's' represent
|
||
selections in The Sea Elves.)
|
||
|
||
A-
|
||
Age 18
|
||
-Age Factor Table 21
|
||
Animal Bonding 42
|
||
Animal Lore 21,51
|
||
Antidotes 8
|
||
Anti-Healing 39
|
||
Armour 62
|
||
Astral Projection 42
|
||
ATTACKING 49
|
||
Automatic Success 24
|
||
B-
|
||
-Beginning skills table 2s
|
||
Birth Rate 9
|
||
Blue Mountain Folk 10,66-67
|
||
Bond Animals 24
|
||
Bone-shaping 8s
|
||
C-
|
||
Characteristics 19
|
||
" Increasing 29
|
||
"Clearbrook" 20
|
||
Climb 21,34
|
||
COMBAT 45-63
|
||
-Combat Jargon Table 46-47
|
||
- " Modifiers Table 57
|
||
" results 54-55
|
||
Communication 21,34,4s
|
||
Covered Targets 56
|
||
CREATING AN ELF 16
|
||
Critical Attacks 49
|
||
" Parry 51
|
||
" Success 25
|
||
Climb 21,31
|
||
D-
|
||
DAMAGE 30-32
|
||
" Bonus 20
|
||
Darkness 56
|
||
Derived Characteristics 20
|
||
Desert Elves 12,69
|
||
Dexterity 47
|
||
Dodge 21,34,52
|
||
E-
|
||
-Earthquake Severity table 7s
|
||
-Encounter table 17s
|
||
ELFQUEST EXPRESSIONS 73
|
||
Elf Lore 21,34
|
||
Experience Bonus 20
|
||
F-
|
||
Finding 44
|
||
Firestarting 40
|
||
Fish-finding 8s
|
||
Fishing and Hunting 4-5s
|
||
Fist and Kick 58
|
||
Fleshshaping 41
|
||
Fumble 25
|
||
-Fumble Tables 52
|
||
G-
|
||
Game day 32
|
||
GAME SYSTEM 24
|
||
Gobacks 10,67-69
|
||
Grappling 59
|
||
Great Waves 7s
|
||
- " " table "
|
||
H-
|
||
Healing 32,41
|
||
" Lore 21,34
|
||
-Height and Weight Table 19
|
||
High Ground 56
|
||
High Ones 12
|
||
Hit Points 20
|
||
Hit Point Location 30
|
||
Homing Instinct 8s
|
||
Humans 13,71
|
||
Human Lore 21,35
|
||
I-
|
||
THE ISLANDS 6-7s
|
||
Island flora and fauna 6s
|
||
Impale 50,52
|
||
J-
|
||
Jump 21,35
|
||
K-
|
||
"Kahvi" 67
|
||
L-
|
||
LANGUAGES 13
|
||
" Lore 21,35
|
||
"Leetah" 66
|
||
Levitation 41
|
||
M-
|
||
MAGIC 21-23,38,5s
|
||
" Feeling 44
|
||
" points 20
|
||
" powers 38,8-9s
|
||
" use 48
|
||
Manipulation 21,36
|
||
Melee Activities 48-49
|
||
" Round 33-46
|
||
" Skills 49
|
||
Weapons 57-58
|
||
Mind snare 45
|
||
" Stun 44
|
||
Mineral Lore 21,36
|
||
-Missed Throw Table 38
|
||
Missiles 59-60
|
||
-Missile Weapons Table 60
|
||
Mounted Combat 55
|
||
Movement 20,47-48
|
||
-Movement Rate Table 33
|
||
N-
|
||
Name 16
|
||
Natural Weapons 58
|
||
Nets 60-62
|
||
O-
|
||
"Olbar" 70
|
||
OTHER TRIBES 64-72
|
||
P-
|
||
Parry 51
|
||
" an impale 51
|
||
passageways 56
|
||
perception 21,36
|
||
-Perception Modifiers 37
|
||
-Pirate Statistics table 18s
|
||
Plains Elves 12,70
|
||
Plant Lore 21,37
|
||
" Shaping 41
|
||
Power Gain Roll 29
|
||
Preparing a weapon 48
|
||
Preservers 13,72
|
||
Previous Experience 21-22
|
||
R-
|
||
"Rayek" 64
|
||
Recognition 9,19
|
||
Recognized Lifemate 18
|
||
"Redlance" 18
|
||
Research 30
|
||
-Resistance Table 26
|
||
Ride 21,37
|
||
Ride Skill Limit 51
|
||
Rockshaping 42
|
||
S-
|
||
"Savah" 64
|
||
SEA & ISLAND CREATURES 9-16s
|
||
-Sea Elf Characteristics and skills 2s
|
||
Sea Elves 12,68-69,2-5s
|
||
Seismic Activity 6-7s
|
||
Sending 23,45
|
||
Shape Changing 42
|
||
Shield 45,51,63
|
||
Simple Success 24
|
||
SKILLS 34
|
||
-Skills Table 21
|
||
-Skills Results Table 25
|
||
Skill Training 27
|
||
Skill vs Skill 24-25
|
||
Social Structure 4s
|
||
Special Attack 50
|
||
- " Attributes Table 23
|
||
" Environments 55
|
||
" Success 25
|
||
Stealth 21,37
|
||
-Stealth Terrain Modifiers 37
|
||
Stormseeing 8-9s
|
||
Strike Rank 20,47
|
||
- " " Table 47
|
||
- " " Modifiers Table 20
|
||
Sunfolk 10,65-66
|
||
Surprise 48
|
||
Swim 21,37
|
||
Synopsis 13-16
|
||
T-
|
||
Telepathic Powers 42
|
||
-Terrain Effects Table 33
|
||
Time and Movement 32
|
||
Throw 21,38
|
||
Trolls 71-72
|
||
Troll Lore 38
|
||
Turns 33
|
||
Two Attacks 51
|
||
U-
|
||
Unfavorable Environments 56
|
||
Underwater 56
|
||
V-
|
||
-Volcanic Eruption table 7s
|
||
W-
|
||
Water Control 9s
|
||
Wavedancers 4s
|
||
Weapons 5s
|
||
Weapon Description 62-63
|
||
" Length 47
|
||
" Use 57
|
||
Weather 6s
|
||
"Winnowill" 67
|
||
Wolfriders 10,24
|
||
|
||
CHARACTER GENERATION SEQUENCE
|
||
|
||
Age: 2d10 x 2d6
|
||
Recognition: age/10 on 1d100
|
||
Recognized mate alive? POW x 5 on 1d100
|
||
Roll Basic stats: page 19
|
||
Dmg Bonus: If STR + SIZ >= 25....
|
||
Experience Bonus: INT/2
|
||
Hit Points: (CON + SIZ)/2
|
||
Magic Points: POW
|
||
Strike Rank Mod: Table on Page 20
|
||
Special Attributes: Max of 2 rolls on table (23)
|
||
Previous Exp Tot Basic Stats X # on Age factor chart (page 21.)*Basic
|
||
Stats can be increased (except INT or SIZ)
|
||
Initial Skills: Table on 21
|
||
Talent Roll: 1D100
|
||
Weapon use: Table on 58
|
||
|
||
<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>
|
||
|
||
Launching a National University Gaming Organization
|
||
My name is Mike Barbre and I am the Vice President of the
|
||
University Gamers Unlimited at the University of Missouri in St.
|
||
Louis. I am sending you all this note in the hope that you will feel
|
||
as I do. It is time to begin a national organization for gaming
|
||
among the universities of the world. This can help each of us in
|
||
many ways. I will list some of the benefits below;
|
||
|
||
A list of people who share your gaming interests.
|
||
|
||
When budgeting time arrives at the universities,
|
||
belonging to a national organization is a big plus.
|
||
|
||
I will work to get each member a standing discount at the
|
||
various companies who make our favorite games.
|
||
|
||
(idea) a newsletter put out annually.
|
||
|
||
(idea) a newsletter of the highest quality containing just
|
||
advertising from our favorite companies (I like looking at ads)
|
||
|
||
and anything else we can think of.
|
||
|
||
Ok, your saying what will it cost? Answer: nothing more than
|
||
your groups address. If I get enough of a response I will make up a
|
||
form letter along with a signup sheet to be copied and provided to
|
||
each member of your groups. Each member (hope) would fill out and
|
||
return the signup sheet. By doing so I will add the names to a
|
||
universal gaming database. Using the miracle of SAS I will then make
|
||
a 'phone book' and send it to everyone. Generally this would be a
|
||
forum of gamers, with the benefits of a university. If you are
|
||
interested at all please send me a note, and if possible provide the
|
||
address (on campus) of your favorite gaming organization. I thank
|
||
you for your time and hope to hear from you soon.
|
||
Mike Barbre <S4898002 @ UMSLVMA>
|
||
University Gamers Unlimited
|
||
250 University Center, UMSL
|
||
8001 Natural Bridge Road
|
||
St. Louis, MO. 63121
|
||
|
||
<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>
|
||
Road
|
||
St. Louis, MO. 63121
|
||
|
||
<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X<>X |