Impressions From the PRISM

Reviews

by Jeffrey Paul Jones


Have you ever made plans for a vacation, and then not had the gas or funds to go? Have you ever been left at the altar holding a ring with no one to put in it? Have you ever spent hours writing a term paper and then had the instructor change the assignment so that all your time had gone for naught? This describes what happened to me when Don Lowry requested a change in this issue's "Prism," after I had already completed an original draft. Realizing that one's publisher is always vastly better informed about the reading public's tastes and needs, I assented to his urgent demands.

Thus the reader will find herein a true thumbnail analysis of everything I've received to date that has not yet been reviewed in the "Prism." Each of these reviews will probably be expanded upon greatly in the issues to come, especially after I've had the opportunity to play them; however, some items are adequately described below and will not receive additional coverage. Unless otherwise specified, the games and aids are 8 1/2 x 11 inches and come in plastic wrapping. If Lowry Enterprises carried the item, the review is concluded with a parenthetic LE.

STRIKE TEAM ALPHA (M. Scott Kurtick; Gamescience, 7604 Newton Drive, Biloxi, MS., 39532; no price listed): Rules for miniatures warfare in the 23rd century are provided in a 16-page booklet; a blank dual-side-printed 23" x 34" hex map is provided. Play is for 2-8 players who command squadrons of 6-12 combat units from humanoid and/or alien races. Miniatures to fit the system are mentioned as being available from Ral Partha. Also contains data for painting one's miniatures. Glossy cover illustrated with star troopers in combat.

THE REALM OF YOLMI (Ken Black and Marshall Rose; West Coast Games, 1987 Santa Maria Way, Sacramento, Ca., 95825; $8.00): 117 pages bound by a plastic spiral and filled with rules for scientific/fantasy combat for 1-20 players in the distant future. The earth has been infected by an alien gas cloud which has mutated or killed most life. The adventurers sally forth in role adoption as pure strain humans to interact with the world the game master has created.

TACTICS & STRATEGY, Volume 1, No. 1 (Excalibre Games, $1.00, or by free subscription if you're on the mailing list): This special errata issue is a spoof of games and publishers which could be a one-time shot, depending on the whim of those at Excalibre. It also serves as an advertising vehicle. Quite attractive satire. Eight pages, but numbered to 12 (fitting). You might procure a free copy by sending to the company.

THE MANUAL OF AURANIA (edited by Hugh K. Singh, et.al., 2nd edition, $3.00; NOTE: There is no listing for who produces this, no return address, and no information on how to procure more copies.) Aurania is a system adopted from about ten dungeons of people who play at Aero Hobbies, wherever that may be. It contains a conglomerate of information in 36 pages that all DMs and player s have contributed to the Auranian universe. Demand for the second edition seems to have been fostered by a successful first edition.

THE VANQUISHED FOE (Wee Warriors, $4.00): Attempts to combine the flavor of a dungeon adventure with a fantasy war, the latter succeeding more than the former. A group of orcs penetrates and attacks an elven or dwarven stronghold, winding its way through corridors and attacking the enemy in secretly-programmed defensive positions. Rules for leaders, missile and hand-to-hand combat, and combat effectiveness. 35 counters, printed on heavy paper, must be cut and mounted; un-mounted board and accessory counters; packaged in zip-lock bag. (LE)

THE ENDLESS DUNGEON (Wee Warriors, $4.00) A dungeon construction kit - you cut out and build the walls and set them on a hexagonal sheet to provide a physical room for combat with dungeon miniatures. Enough material for about twenty rooms. Assembly required (any child would have no problem...) Comes in a zip-lock bag. (LE)

STAR TREK: ADVENTURE GAMING IN THE FINAL FRONTIER (Michael J. Scott; Heritage Models, 9840 Monroe Drive, No. 106, Dallas, TX. 75220: $5.95): Inspired by the popular television series, this role playing game simulates the kinds of activities one would view on the show and provides room for individual star master scenarios. Character specifications are provided for all the major TV personalities we've grown to know and love. 40 pages in a glossy cover which sports a picture of the Enterprise. (LE)

BARSOOMIAN BATTLE MANUAL (Scott Bizar, Heitage Models, $5.95): Patterned after John Carter, Warlord of Mars, the popular Edgar Rice Burroughs' creation, this game works hand-in-hand with the miniatures the company also sells. Complete rules for Barsoomina miniature warfare - not roleplay.

SPACEFARER'S GUIDE TO PLANETS, SECTOR TWO, ROURKE'S DIADEM (Ed Lipsett; Phoenix Games; Little Soldier Games, 12180 Nebel Street, Rockville, MD., 20852; $7.95): The author has created a new gaming world of planets in a star cluster near our own. The book delineates a galactic history, the lifestyles of the people, guilds, trading companies, outbound encounters for deep space, and specifications on 100 fictional planets. Designated as a playing aid for SF role play. 72 pages, paper bound. (LE)

THE DUNGEON OF THE BEAR: LEVEL TWO (Jim "Bear" Peters, Flying Buffalo, $3.00): 20 pages of Tunnels and Trolls dungeon programming on loose, punched paper for your gaming notebook. Introduction suggests buying the T&T rule book and Level One first. One-fourth of the area is taken up by illustration, introduction, and maps. Comes in a zip-lock bag. (LE)

DESTRIER (Wes Ives; Fantasy Games Unlimited, P.O.B. 182, Roslyn, N.Y. 11576; $5.00): Chivalry and Sorcery player's aid having 16 pages and eight inserted pages of tactics and melee cards to be used in individual combat. The cards are the key to Destrier, which is a C&S system for man-to-man melee. The consumer should already own a copy of C&S before purchasing this item. (LE)

AUTHENTIC THAUMATURGY (P.E.I. Bonewits; The CHAOSium, POB 6302, Albany, CA., 94706; the second edition will be released soon, but we have no price on it): The author, the world's only academically accredited occultist, writes guidelines for making magic in your fantasy gaming world more realistic. 6 3/4" x 8 1/2"; 100 pages. (LE - when he gets the 2nd edition)

WHAT PRICE GLORY?! (John Dankert and Jim Lauffenburger, 20 W 308 Hillside Lane, Downers Grove, IL., 60515, no price listed): Fantasy game rules for traditional role playing,

The next group of entries consists of Judges Guild materials, available from the Guild, POB 773, Dept. DR-1, Decatur, IL., 62525, or from Lowry Enterprises. All materials are approved for use in D&D campaigns by TSR.

THE FIRST FANTASY CAMPAIGN (Dave Arneson, $7.98): This is Arneson's original Blackmoor Campaign prefaced by a brief historical view of the growth of role playing through D&D There are two campaign maps (16 x 22) included with the rules book. The book contains 100 pages of dungeon programming, maps, and illustration. Contains a great deal more that is too comprehensive to cover here. (LE)

JUDGES SHIELD ($1.98): This three-piece shield is packed with information for the DM and serves to hide his deepest secrets from the players in the game. Really saves time by putting at close-hand many of the tables we've had to search for in the books previously. Heavy cardstock must be taped together so that it will stand on its own - storage after taping may be a problem due to the odd size (two pieces stand on end; the third sits crossways between them). (LE)

DUNDEON TAC CARDS ($3.95): This D&D supplement consists of 140 cards having weapons (complete with hit/damage data corresponding to both Chainmail and Greyhawk and actions. A player uses the card to show what he is doing or carrying. Designed to add realism if used effectively. (LE)

CITADEL OF FIRE ($3.00) This 32-page booklet provides an overland adventure on a hexagonal grid, culminating in a micro-hex adventure once the players have located the Citadel of Fire. The citadel, together with the five level dungeon below it, can be explored and looted. Contains a few tables I've not seen in other sources, mainly for activities of characters one would happen upon in the course of play. (LE)

THE DRAGON CROWN (Michael Mayeau, $1.75): Tournament-style dungeon module, designed to be run in precisely four hours with a maximum of six characters. Characters must attempt to fulfill the quest of finding and returning to a red dragon's cave with his lost crown. Pre-generated characters are provided with the game, as well as a victory point schedule for determining winners. (LE)

GEN CON IX DUNGEONS (Bob Blake, $3.50): 32-page book with everything needed for both preliminary and final rounds of tournament play. Players have a quest, and the characters provided have the strength to complete it. Victory points are awarded for depth of penetration in the dungeon (which is designed to foster rapid penetration) and also according to the usual experience point acquisition. has comprehensive, concise coverage - even a turn record track! (LE)

SEA STEEDS AND WAVE RIDERS (Dave Serling, $6.50): 32-page book with attractive 3-color printing. Two identical ship-type maps (22 x 28) printed on a hexagonal grid, each containing seafaring craft of various sizes, shapes, and purpose. There is also some ship's weaponry, for a total of 24 shapes. Combines a bit of history with a system for use of the deck-space for role playing encounters; includes a list of nautical terms for us landlubbers. (LE)

WILDERLAND HEX SHEETS ($3.00): Four hexagonal 17" x 22" mapsheets, printed on both sides, for mapping your wilderness areas or for designing enormous hex-dungeons. Hexes are about one-half inch wide and numbered for convenience. (LE)

WOLDERLANDS OF HIGH FANTASY (Bob Bledsaw, et.al., $8.50): Consists of five 17" x 22" campaign maps each for both the DM and the players, and two 16-page guideline booklets with the basic programming for them. Also contains tables for various activities. (LE)

THE FANTASTIC WILDERLANDS BEYONDE (Bob Bledsaw and Mark Holmer, $8.00): Four 17" x 22" campaign maps for both the DM and the players, and a 32-page guideline booklet containing the programming. (LE)

CAMPAIGN HEXAGON SYSTEM (Bob Bledsaw and Bill Owen, $2.50): 64-page booklet having 54 pages of blank hex sheets, numbered for reference. The idea is that you can program a basic campaign map (5 miles wide per hex) and break down each desired hex to more detailed terrain 9.2 miles wide per hex). A large, five-mile hex is superimposed on each page to allow the DM to visualize how it will fit in with the rest of the system. Six pages of tables to aid programming. (LE)

VILLAGE BOOK 1, CAMPAIGN HEXAGON SUB-SYSTEM (Bill Davis and Marc Summerlott, $2.75): 64 pages, similar to the above except that 47 have been programmed with villages and their surrounding environment. DM still determines most of the vital statistics. Includes nine pages of data for naming the villages and determining population; furthermore, the authors demonstrate a uniquely intricate random system of prefixes, roots, and suffixes to help facilitate naming. (LE)

ISLAND BOOK 1, CAMPAIGN HEXAGON SUB-SYSTEM (Bill Davis and Bob Bledsaw, $2.75): Same as the above, but with islands. Three pages of programming information. (LE)

CASTLES BOOK 1, CAMPAIGN HEXAGON SUB-SYSTEM(Bob Bledsaw et.al., $2.75): Virtually the same as the above, except that it's for islands. Six pages of tables for castle population and defensive paraphernalia. (LE)

The next seven listings are all published by TSR and are available both from Tactical Studies Rules (TSR Hobbies), POB 756, Lake Geneva, WI., 53147 and from Lowry Enterprises.

ADVANCED D&D: PLAYERS HANDBOOK (Gary Gygax, $9.95): Could also be entitled "Everything You Always Wanted to Know About D&D, But Couldn't Find Because the Number of Books and Supplements Drove You Virtually Bananaz-z-z." 128 pages of data in hard cover; very comprehensive; will probably become a classic. (LE)

IN SEARCH OF THE UNKNOWN Introductory Module, B1 (Gary Gygax, $5.49): This and the next four listings all come in folders which have dungeon maps printed on the inside covers. In Search of the Unknown provides a complete adventure in two levels, designed for beginning players or DMs. Explanations are keyed to aid to novice to role playing games. (LE)

DESCENT INTO THE DEPTHS OF THE EARTH, Dungeon Module D1 (Gary Gygax, $4.98): A complete dungeon adventure which includes maps for both players and the DM. Designed to work as an individual scenario or as a campaign in conjunction with the two modules listed below. All three contain new and exotic monsters. Contains booklet with 16 pages of programming. (LE)

SHRINE OF THE KUA-TOA, Dungeon Module D2 (Gary Gygax, $4.98): As above, the Shrine may be used as a scenario or as apart of the campaign. New monster types introduced. Booklet with 20 pages of programming. (LE)

VAULT OF THE DROW, Dungeon Module D3 (Gary Gygax, $5.98): This third folio is the most devastating of the campaign, and being a bit more extensively programmed, has a steeper price. 32 pages of programming. (LE)

TOMB OF HORRORS, Special Dungeon Module S1 (Gary Gygax, $5.49): This module contains a dungeon adventure which could continue for several playings. Characters are provided should players wish to use them. Atmosphere is vividly provided and supplemented by illustrations of each room, which the DM can show to the players to help them visualize the rooms he is describing. (LE)

MONSTER AND TREASURE ASSORTMENT, Set Three: Levels Seven-Nine ($2.49): Punched, and printed on heavy cardstock, this supplement of 16 pages will fit into your special D&D notebook. It contains some 300 monsters and treasures as well as some helpful hints to make the beginning DM's task easier in programming his dungeon. Experienced players will find it of value as a time-saving device, or to help see how TSR suggests programming the lower levels in a dungeon complex. Monsters and treasures are numbered for random generation. (LE)


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© Copyright 1979 by Donald S. Lowry
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