reviewed by Jeffrey Paul Jones
Hot off the presses from TSR come the revolutionary Advanced D&D Monster Cards inspired by an earlier, quite-successful dungeon module. In the preceding module, TSR (the father of fantasy role-play) introduced an innovative campaign whereby illustrations supplemented the encounters of the playercharacters. Such pictoral additions to fantasy advenlure provide a focal point for campaigners and DMs alike, and further arrest their already- stimulated imaginations. Each set of Monster Cards consists of 21 multicolored 3"x5" index cards, packed with important information for running a fantasy adventure. The first card lists the monsters in the set on one side, together with the set number telling which of the four published sets one has acquired. The reverse of this card recounts the instructions for employing the Monster Cards during an adventure. The remaining 20 cards in each set offer the actual exotic creatures for scrutiny. A full-color illustration adorns the front of each of these cards, granting a clear picture of the beast that one may have only read about previously. On the reverse side, the authors have included all of the creature's attributes so that the dungeon master will have them before him. Beneath these typical Monster Manual listings lies a description of how the creature would behave in combat, or describes specific qualities of the exotic. Finally, the card names where more habits of the monster may be located in the Monster Manual. Some creatures, however, are new to TSR and are simply marked "new" to denote the lack of any supplemental information in the rule guidelines. One disadvantage does become evident in the use of the cards, and that is that the published sets only cover eighty of the myriad exotic creatures encountered in fantasy gaming. TSR, to be sure, will rectify this should the card sets prove profitable on the market. Obviously, the introductory description above hints at the strongest points in favor of using the Monster Cards in an adventure. Firstly, players may more aptly visualize the imaginary creatures with whom they interact, since the Monster Cards protracts and reinforces the mental image invoked by simply mentioning the creature itself. As combat or verbal intercourse ensues, players may look to the card as a point of reference, focusing their role- playing emotions to a centrul source. Secondly, the DM may employ the reverse of the card, in most cases saving himself the trouble of using the often-cumbersome guides. As a time-saving device, then, the Monster Cards take on some import; however, the truly-accomplished DM will find them superflous to himself, yet an interesting asset to his players. Finally, the dungeon master will gain something from his acquisition of the cards: the addition of three new unpublished monsters in each set he purchases. Set One adds the zorbo, mihstu and grippli; Set Two the thri-kreen (mantis warrior), land urchin and Galeb duhr: Set Three the sea werewolf, tunnel worm and wemic; and Set Four the hybsil, korred and obliviax (memory moss). Overall, the Monster Cards provide a great asset to fantasy role-playing, and once again TSR leads the way on the yellow brick road to fantasy excellence. More Game Reviews
Game Review: Third Reich '81 Game Review: Civilization Review: Monster Cards Back to Campaign #110 Table of Contents Back to Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1982 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |