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It’s interesting how much it already feels like the WD we know and love. And I liked the conversion feature for clerics – gives them something to do anyway.įour pages of stats for historical troop types is of course super dull.īlimey! 1980! Well before my time. I could imagine playing it with the kids now quite happily. I actually quite liked the dungeon – it does at least have some internal logic and some whizzy traps/features. The news section has more boardgame announcements than RPGs (but thank god the Dallas RPG is coming out).
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Similarly the adverts are a real mix of different types of games. I bought High Guard and The Spinward Marches – still no actual scenarios GDW!). (The other is a collection of Traveller supplements. Three of the four items in Open Box are boardgames. After all there is nothing on the cover that says ‘roleplaying’ – or even ‘character adventure game’ as the ad from SPI describes it. It seem an interesting point in the hobby where RPGs are pulling away from their boardgames/wargames roots. This one was just before my time but it may have been close – perhaps I read someone else’s copy because I was definitely playing D&D at this point and Fiend Factory stirs memories (of course I have a copy now but I bought it a few years ago). Overall it feels very dungeony, without much idea of what to do with this science fiction stuff, but clearly people want it, so…
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Starbase: some of this seems like a precursor to the push/pull/gimmick stuff that would be in later Traveller, but there’s more thought (and more deviation from the basic dungeon pattern) than one often sees in articles this old.Ĭonversion: makes a lot of sense, even if it’s a bit, er, tactical to seem realistic.Ĭlassified: two separate people want copies of White Dwarf #4.
#WHITE DWARF MAGAZINE FEBRUARY 2019 SERIES#
A pretty linear one, at that.įiend Factory: it’s less a scenario, more a series of fights. It’s not bad for its day, but I wouldn’t go out and buy it now. And I’ve played Mystic Wood/Sorcerer’s Cave.
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Citizens with its twelve new character careers always seemed a bit over-fiddly, though fun in places. Spinward Marches was nice but for some reason I found Solomani Rim first, and ran my first Traveller games there. I liked the High Guard ship design, but the characters were over-fiddly even for me. I did own a (rather later) edition of Awful Green Things: it’s good fun as far as it goes, but an awful lot depends on that random weapon effect setup. Open Box: never played Dark Nebula, not sure I’ve even heard of it. The Alchemist: it’s that “we wanna make our own magic items” thing coming up again! Did nobody ever stop and think hey, taking months out of the campaign is just not fun? Star Patrol: pre-Book 6 expanded Scouts! Only just pre Book 6 though, it mentions Book 5 in the article… Pretty crunchy piece. I believe this is Phil Masters’s first publication in Dwarf, possibly ever. In fact I think it may be been before I discovered RPGs.Ĭlassic McKie cover (surely it was in Spaceships 2000-2100AD or one of the other TTA books?).Īh yes, Ares got absorbed into Dragon after TSR bought out SPI it was an internal sub-magazine for a while, with its own cover, and then it vanished.