— The Magazine of Fantasy, Swords & Sorcery, and Science Fiction Game Playing—
A non-wargaming friend of mine recently asked me why I did this;
why did I put all my effort into this line of work? What did I perceive my
endeavors to be?
VOL. III, No. 11
May, 1979
DESIGN/DESIGNERS FORUM
A Part of Gamma World Revisited —Jim Ward
................
5
Judging and You—Jim Ward
...............................
7
Sorceror’s Scroll—The Proper Place of Character
Social Class in D&D -- Gary Gygax
........ .12
20th Century Primitive—Gary Jacquet
......................
24
Gamma World Artifact Use Chart —Gary Jacquet
............. 24
To Select a Mythos—Bob Bledsaw
.........................
.43
FEATURES
Out on a Limb
..........................................
..14
Will the Real Orc Please Step Forward —Lance Harrop
........
18
Gamma World Map Pull Out
............................
23-26
FICTION
The Tug of Machine—Allen Evans
..........................
8
An Alien in a Strange Land —Jim Ward
.....................
28
VARIANTS
The Traveller Navy Wants to Join You —R.D. Stuart
..........
20
Varieties of Vampires—R.P. Smith
.........................
42
HUMOR
Excerpt From an Interview with an IRON Golem --Mike McCrery .31
Fineous Fingers
—J.D. Webster
............................
41
BACKGROUND
The Armada’s Disasters —Lynn Harpold
.....................
9
Armies of the Renaissance —Nick Nascati
....................
17
Flower Wars
—Bill Fawcett . . ..............................
. 35
Xochiyaoyotl —Rules for Pre-Hispanic
Mexican Warfare—Neal M. Dorst
.............
. 37
Arms and Armor of the Conquistadores —Mike H. Kleuvor
.....
. 44
NEWS
Convention schedules
....................................
11
GENCON XII Update.
....................................
. 33
Part of this curiosity stems from the fact that this person has no
inkling of what games are all about, in our context of gaming. He still
clings to the shibboleth that wargamers are classic cases of arrested de-
velopment, never having gotten out of the sandbox and toy soldiers
syndrome of childhood. He couldn’t perceive the function of a
magazine about game-playing. This is what I told him:
Magazines exist to disseminate information. The future of
magazine publishing, the newly revived LIFE and LOOK notwithstand-
ing, seems to be in specialization. Magazines dealing with camping,
quilting, motorcycles, cars, dollhouse miniatures, music, teen interests,
modeling, model building, horses, dogs, fishing, hunting, guns, hairstyl-
ing and beauty hints already exist; why not wargaming?
I put out TD as a forum for the exchange of gaming ideas,
philosophies, variants and debate. TD is a far cry from Soldier of For-
tune, that bizarre publication for mercenaries, gun freaks and other vio-
lence mongers. In fact, the greater part of wargamers are quite pacifistic
in “real life.”
I feel that during my tenure, TD has done rather well on most of
those counts, but failed miserably in one function. To judge from the
mail I read, TD must have the most brilliant group of controversy, and
no commentary. Early on in our publishing life, we had a letters page
that died for lack of participation. Two issues ago, we revived it. I use
that word “revive” guardedly, because it might as well be still dead,
judging from the response it has failed to generate. As I write this, I have
serious doubts as to whether or not there will be a letters page in upcom-
ing issues, as I have received none to speak of. This is the best and only
chance the readers are going to get to make their thoughts known; let’s
hear from some of you.
CLARIFICATION
Special Note: Lest readers be confused about the past review of the fan
publication, PHOENIX, I wish to make it clear that this is not the English
magazine, THE PHOENIX, a professional journal of high standards well
worth the time to read (and incidentally printed well so it can, in fact, be
read).
If your mailing label says
TD25,
this is your last issue . . . resubscribe.
THE DRAGON is published monthly by TSR Periodicals, a division of TSR Hobbies, Inc., P.O. Box 110. Lake Geneva, WI 53147.
It is available at better hobby shops and bookstores, or by subscription. Subscription rate is $24 per 13 issues. Single copy and back issue price is $2.00, but availability of back issues is not guaranteed. Subscriptions outside the U.S. and
Canada are $28 per 6 issues, and are air-mailed overseas. (Payment must be made in U.S.
currency or by international money order.) All material published herein becomes the exclusive property of the publisher unless special
arrangements to the contrary are made. Subscription expiration is coded onto the mailing list. The number to the right of the name. prefixed by “LW” or “TD” is the last issue of the subscription. Notices will not be sent.
Change of address must be filed 30 days prior to mailing date.
Unsolicited material cannot be returned unless accompanied by a stamped return envelope. and no responsibility for such material can be assumed by the publisher in any event. All rights on the entire contents of this publication are
reserved, and nothing may be reprinted in whole or in part without written permission of the publisher. Copyright 1978 by TSR HOBBIES, INC.
Second-Class Postage paid at Lake Geneva. WI 53147
May, 1979
For any role playing game to be really effective, it is vital to create some
basic premise for any non-player group. The Cryptic Alliances are
tailor-made for any large campaign and to briefly jot down the creation
and present situation as well as the direction the alliances will be taking is
a good move.
The “Brotherhood of Thought” was started by a biochemist from
the University of California that was putting the finishing touches on an
ecological monitoring station in the mountains near the university. The
time of the “great destruction” pulverized the campus while Dr. Dotson
and two assistants were at the station. The years afterward were a mat-
ter of survival for the three. Within months, animals of all different types
began to flock to the station for the pure well water its pumps could
bring up to the surface. The scientific interest of the three couldn’t help
noticing the change brought about in the thirsty creatures and this in-
terest was intensified when several groups of animals followed unspo-
ken directions from them, and thus revealed their telepathic powers.
Long years of work and a specialized breeding program brought about
several species of animals of human or better intelligence. The years
went by and that biochemist and his assistants had sons and daughters
that carried on their work. Because of this all humanoid or animal fol-
lowers of this group have an inordinate fondness for humans. They
spread up and down the west coast and into the Rockies. The groups of
three came from an animalistic imitation of what they saw in their first
leaders. The group presently is run by the following beings:
ELENOR: 5th generation grandaughter to the first biochemist, MS: 18,
I: 18, D: 17, Ch: 18, C: 18, S: 16, Hit Points 91; uses a Black Ray Gun,
Stun Rifle, Medi-kit, and Plastic Armor.
CRISPT: 19th generation Gren, MS: 17, I: 18, D: 18, C: 18, S: 18, Hit
Points 131; uses a longbow with 18 intensity poison arrows, 2 daggers
of duralloy, Armor Class: 4.
POSHT: 23rd generation Brutorz: this being is the genius of all of its
kind and surprises all who must deal with it; MS: 18, I: 18, D: 18, C: 18,
S: 18, Hit Points 82, Armor Class: 7, and it has the following physical
and mental attributes: Heightened Vision, Increased Speed, Radiated
5
Eyes, Regeneration, Mental Control, Pyrokinesis, Repulsion, and Tele-
pathy. This group roams with others and recruits beings for the
“Brotherhood” leading them to the original station (now much ex-
panded).
The “Seekers” group began around a nucleus of Texans who
were camping out near Lubbock on the range when the time of the
“great destruction” hit their area. Their range skills allowed them to
begin again with ease. As time went by and mutants started entering the
area, humanoids and mutated animals were treated as gruesome ver-
min to be wiped out with maximum force. Mutants that were “com-
pletely” human in appearance were accepted as “unusually” talented
partners in a battle for survival. Currently the group is led by Tral-Vash,
a human of unusual power: MS: 8, I: 18, D: 18, Ch: 17, C: 18, S: 10, Hit
Points 99; he uses a Fusion Rifle, Energy Mace, and Powered Scout
Armor. Armories have been raided so that the group has a vast supply
of weapons and vehicles. The leader doesn’t favor expansion, he wants
to create a solid nation of warriors working for several generations to
accomplish this goal.
The “Knights of Genetic Purity” evolved from a large group of
humans that survived the war, but were dusted with radiation. From
that time on, for generation after generation, horrible mutations were
created and these were all killed. By the third generation of this grief and
sadness a leader arose who moved to end this blight on his race. He
created an organization willing and able to breed out all racial defects.
They took this one step further in that they began killing all humanoids
wherever they found them, even to the point of searching them out far
from their home territory. This organization honored those who could
recover lost technology and thus they have grown strong in physical
power. Their leader has the following statistics: SEVEREN: MS: 3, I: 15,
D: 18, Ch: 18, C: 17, S: 18, Hit Points 100, he uses a Mark 7 Rifle, a
Stun Whip, and Powered Assault Armor. He and three others, armed as
himself, often travel out destroying strong pockets of mutant strength.
The “Friends of Entropy” are gruesome beings worshipping death
from the very beginning, when a quasi-religious cult survived in the
intact state from the time of the “great destruction.” The initial group
started out simply wanting to kill all animal life around them (forcing
them to move often). As they ate contaminated flesh and traveled
through radiated areas their offspring begin to mutate rapidly. These
newer generations caused the cult to modify its thinking in the desire to
kill all life. The current co-ordinator of the group is a humanoid mutant
named Blern. This creature is the ultimate model for the cult. At birth,
when his flesh was exposed to the air a poison gas was given off, killing
his mother and the attending midwife. His proud father designed a un-
iform for him so that he could travel with all the rest. On reaching matur-
ity, he further mutated: growing a pair of horns, requiring tinted goggles
to travel during the day, and having to breathe through a special filter to
extract all pollen elements from his air. He also increased in mental and
physical powers including some powers totally unknown until then: MS:
18, I: 18, D: 10, C: 18, S: 7, Hit Points 104; he uses a Mark V Blaster,
Mark 7 Rifle, a Vibro Blade, several Torc Grendades, an Energy Cloak,
and a Medi-kit especially designed for his needs (it would kill anyone
else). His mutational abilities include: Gas Generation (intensity 18
poison), Heightened Balance, Dexterity, Precision, & Touch, Radiated
Eyes, Sonics, Dual Brain, De-evolution, Force Field Generation,
Heightened Brain Talent, Life Leech, Mental Control, Telepathy, the
ability to magnify by a factor of 3 any blast from any type rifle or pistol he
uses, and the ability to communicate with any intelligent machine so
that the machine is fooled into thinking anything Blern wishes.
He quickly forced his way to the leadership of the Society and
established a permanent base near what used to be Lincoln, Nebraska
and the group grew in power. He soon became bored with the prob-
lems faced with keeping the ghastly cultists together and he set up an
administration that ran the group and started roaming far and wide ter-
rorizing other society groups. His methods are always the same. He
enters the area and nightly destroys either important crops or domesti-
cated animals. If he is chased by beings with little or no technology, he
runs away, just letting them see him and continuing his raids until the
angered populace either brings up large numbers of attackers or heavy
duty technology. He then faces his attackers using his weapons; both
technological and mutative (as in the cover of this magazine when 23
Seekers dared to face him with power weapons and the last one is seen
trying to run).
The “Iron Society” has no known base, but can be found near any
large bombed area. The very nature of the energy nearby creates a
psychological condition in all intelligent creatures nearby that forces
them to want to destroy any beings not as they (highly resistant to radia-
tion). 95% of all of these groups are totally resistant to all forms of
energy weapons, while easily able to use such themselves.
The “Zoopremists,” starting in the fertile Mexican mountain range
below Torreon, tested the theory of survival of the fittest to its maximum
limits. Here, insects grew larger and highly intelligent and started logi-
cally moving against all other intelligent life forms. In this struggle they
forceably domesticated some of the most prevalent mutants and these
they use as spies. Co-ordinated attacks are always made against large
groups holding technology. The whole organization is led by a giant (20
feet long) drone ant with the following statistics: MS: 18, I: 13, D: 12, C:
18, Hit Points 189, Armor Class: 2: it has Heat Generation, Heightened
Touch, Increased Speed, Photosynthetic Skin, Absorption Heat &
Radiation, Military Genius, Life Leech, and Telepathy. This creature
always personally scouts any large alien group to be attacked, and he
takes 10 neuter ants for support (pincers do 4-40 per strike, 20 dice
each, Armor Class: 2).
The “Healers” began life as a group near Duluth, Minnesota by a
number of med-technicians that had been working on sleep therapy
and accidentally made a vast break through in artifical telepathy
through electrode induction. Their organization quickly gathered all the
survivors in the area and efficiently went about living. Their Hippocratic
oath soon became translated into helping all intelligent and unintelligent
creatures survive in a world gone wild. The telepathic powers de-
veloped grew in magnitude over the century and helped the Healers
sense all life in a 1 mile radius and influence the actions of any non-
sentient beings in numbers up to 10. They range far down into the south
and east, healing where possible, teaching others to help themselves,
and sending calm beings to their main base for advanced training.
"Restorationists” survived in shelters in Boston and Providence.
They crawled out of their areas and tried to pull the pieces together from
VOL. III, No. 11
the rubbled cities around them. They grew in strength and were well
organized by the time mutated creatures started entering their area.
They were able to react with considerable force in the way of technolog-
ical capability. All of their towns and farms are guarded by robotic units
that are programmed to kill humanoids and mutants without warning
and conduct humans to the main city. There are 5 town groups that
each have an armory manned with men capable of using the powered
armor and weapons at hand; a factory unit programmed to manufac-
ture their everyday needs; and a group of robots designed to can-
nibalize the old cities for materials the smaller groups need. In the town
near Manchester, their leader (Mayor), realizing the closed nature of
their culture, has forced his citizens to work to create new technology on
the basis of the old. He is a mutant (but no one, not even himself, is
aware of that fact): MS: 18, I: 18, D: 12, Ch: 15, C: 18, S: 11, Hit Points
88, and the following mental powers: Military, Scientific, and Economic
Genius, and Total Healing.
The “Followers of the Voice” are usually successful in their efforts
to gather technology because they follow insane computer units that
use their programs to tell their followers where to go. The most success-
ful group has a strong underground base in the Appalachians south of
Charleston and west of Raleigh. This group all have Laser Rifles and
Laser Pistols. Their leader is a Hoop, who, besides her normal features,
has the following abilities: Heightened Balance, Constitution, Hearing,
Precision, and Smell, Increased Speed, and Shapechange All. She also
has 120 Hit points and constant advice from a Think Tank buried in
their caverns.
The “Ranks of the Fit” began near Memphis, Tennessee; when a
circus bear had its mental abilities boosted a thousand times by an un-
usual radiation blast. This creature suddenly had every good mental
mutation on the list, and a bunch more not given. It was the only intelli-
gent creature to survive in the city and it went about learning what
man’s civilization was like. Armed with this knowledge, it began a civili-
zation that has spread to Cincinnati and the shores near the sunken city
of Baton Rouge. Its grandson now rules and also has all of the mental
powers listed plus the following: MS: 18, I: 16, D: 15, Ch: 17, C: 18, S:
18, Hit Points 210, and an Armor Class of 2. His power is immense and
in the form of 10 armies that are 50,000 strong. He places them about
his empire and uses them to destroy pockets of mutant resistance or as
heavy duty manpower forces to extend his empire.
The “Archivists” are zealots set up in the mountains between the
cities of Butte, Montana, Billings, South Dakota, and Idaho Falls, Mon-
tana. They are all cave dwellers that have made miles-long tunnels that
connect all of these cities. They have been able to figure out the work-
ings of thousands of earth movers and are in the process of covering up
these partially ruined cities for their underground use. While their main
base is in the mountains, they have scouted all of the cities from Seattle
to Dallas. Their leader is a Fen, who organizes defenses of high technol-
ogy around his main base and the more important bases they are tying
to cover.
The "Radioactivists” are almost entirely based below Atlanta in the
flattened peninsula that was part of Florida. Its members are all totally
resistant to radiation and have seen over and over again what the power
of the atom can do to damage life. As a result, they are sowing the edges
of their territory with radioactive dust obtained from the interior of their
lands. Their leaders are a group of 5 Keeshin that travel on the edges of
the territory directing dusting efforts.
The “Created” are predominately androids. They were started
into life by a med-technician who saw his civilization crashing around
him and wanted to give the androids that were under his control a
chance to “live.” He set his computers on random programming and
turned his back on the whole complex (only to die minutes later as a
building fell on him). From that time on, the androids that were created
programmed their new brothers and started rounding up technological
power. At this time they have completely encircled the town of St. Louis
with war robots and have rebuilt it to what it was before the time of the
“great destruction.”
The only being that ever successfully invaded their
area was Blern and he destroyed their primary Think Tank as a lark and
reprogrammed all of the thinking units of the city to ignore Entropy
beings.
Note: Special thanks should be given to Brian Blume, who supplied the
locations of all of the circled cities by careful comparisons.
6
May, 1979
Judging and You!
BY JAMES M. WARD
It is easy to say (or write, in this case) that you as a “Planet Master” or
“Starship Master” are the final arbiter in your campaign game, but, let’s
face it; there are bunches of bad judges out there because they have a
flaw of one type or another. There are several tricks to the judging trade
that I have seen and started; I know several of the bad judges I have
seen could profit from them.
One of the first things that any new judge must think about is what
they are interested in developing in their games. I, as a judge, am not
interested in how my players get their daily food (so game is plentiful
in
all my areas) .I am not overly interested in equipment maintenance and
breakdowns because my game is extremely destructive. I am not in-
terested in a strict interpretation of the rules for weapons function or the
intermixing of cryptic alliances, so I freely change what has been written
down. On the other hand, I am highly interested in the non-player
character and as a result there are many roaming around my Gamma
World in many shapes and sizes. I am interested in the creation of new
mutants and groups so this is an ongoing process that gets new groups
constantly moving over the ruined earth.
Many people have asked me how I create my maps and encounter
areas and usually give me a puzzled look when I try to explain. My
biggest tool in the creation and use of any Gamma World society, city,
building, or hole in the ground is improvisation. I (and many like me all
over the place) have not got the time nor the inclination to sit down and
write pages and pages of detailed description on what a building looks
like and what is inside. The notes I jot down for any given encounter
area are very vague as to what things look like and what is contained
inside.
At one Origins convention I was running a Gamma World tourney
and the group ran into an armory in a bombed out city. All I had listed
was that fact that it was an Armory and the war machines that were
inside it, those being: 2 security robots, 2 engineering bots (HD), 2 med-
ical robotoids, 1 supervisory borg, a think tank in the basement, 2 war-
bots, a death machine, and several different types of military vehicles.
From then on I improvised the whole thing. My Father works in a Na-
tional Guard Armory and when just a boy I used to take great pride in
putting up the units flag before I went to school and collecting a bottle of
pop for my efforts (this gave me a very exact knowledge of what that
armory looked like); from this experience I was able to exactly detail
every room that the group entered and what was inside it (updated to
what I thought was the 21st century’s equivalent). They therefore had a
choice of entering from a side door that led to the firing range; a side
door that led to the kitchen; a side door that led to the motor pool; the
large front doors; or a side door that was near the boiler room. After
coming in the firing range side door and doing things with the security
robot that faced them, I could tell them exactly where the supply room
or the communications room was in relation to where they stood at the
door. None of this was written down but they didn’t know that and it all
worked out great. My point is that you should use the very familiar
things of everyday life instead of huge piles of detailed description that
you have to ply through as well as your players. So what if I didn’t know
exactly how many pairs of boots were in the locker room or how many
shovels or gas masks were in the supply room? I did know how many of
each I wanted the group to get away with, and that’s what I told them.
This same concept can apply to everything any referee must play with.
If I am working with a city and I have to take players through lots of
different areas; that city becomes the one I live in. My map has what is in
(or what type of building) any given area and I list what special things I
feel should be in certain areas. Special things are items like power guns,
armor, computer systems, and robots. A place like the food store be-
comes the local one that I visit every week. Hardware stores, drugstores,
clothing stores administration centers, etc. all become places that I have
been in before and what the players hear are my memories of these
areas and my throwing in things that are both useful to the player and
7
useful to the monsters that I have placed there. I make it a habit never to
improvise on the placement of my mutants and alliance groups, feeling
that that would be cheating since life in my world is hard enough. The
only leeway that I use is that of the wandering creature that comes often
to those that argue or cause a great deal of disturbance in any given
area.
There seems to be a growing fear and/or worry that players will
gain too big of an advantage from knowing the rules and thus knowing
how to use the items of any given Gamma World. This kind of thinking is
ridiculous. I once read somewhere about the referee that hated his
gamers to be able to look up the strengths and weaknesses of any given
monster in D&D and decide what to use against them and that struck
me as very funny. First of all, I don’t care how much you know about a
thing in Dungeons and Dragons or any other role playing game; if that
giant or vampire is out to get you all the garlic buds, crosses, silver, or
clerics aren’t going to do you much good without that bit of luck every
player must have. Second, there isn’t a monster on any list in any role
playing game that I have ever judged that I haven’t felt it my duty to
change (just a little bit), so that problem doesn’t exist. There is also the
thought that with all those energy weapons, robots, and mutants run-
ning around, a player needs a little edge in order to survive from day to
day. Finally, there is the gripe that players have it too easy when it
comes to trying to use technology because of that fact that they go out of
their role and use their “real” knowledge.
Take the ever popular statement that “If I have seen this gun fired
I should be able to tell which way to point it and how to use it” type of
thing. First of all, I think that it is necessary to reduce things down to their
simplest terms. All guns, pistols, rifles, and the like become strange
“crossbow devices” and everyone of them has many buttons, levers,
and gauges that must be adjusted everytime the thing is used. (Yes, I
know, it’s a wonder that it gets a shot off every 10 melee turns let alone
every single melee turn.) Along the same lines are the marvelous artifact
operation charts that are vital to any operation of any device. I have
naturally enlarged these things and combined them into one big chart
that not only lists the successful operation of any device, it lists a possible
breaking of that same device or the possible harm caused to the being
fooling around with such a device. One time I was forced to give a party
a bunch of powered suits of armor and they all tried to work them with
great results, as far as I was concerned. When the first skull crossbones
came up I had the armor break the arms of the being using the unit.
When it came to the breakage of a unit I had the laser finger of the unit
that was being fooled with melt parts of another unit. When players
persisted and received another skull I had the unit break both the legs of
the trying mutant. Of the entire group, it turned out that only one mut-
ant could figure out the operation of the suits of armor and when she put
a suit on and tried to pick up her two wounded friends her thousand fold
increased strength squeezed to mush the waists of both her friends.
It is sometimes necessary to describe items in such a way as to
make the players wonder what they are looking at. A bathroom sink
becomes a white stone bowl; a metal highway becomes a god road that
is unlucky to cross; and a sword becomes a huge carving knife of great
weight.
As a final note, there are those that are said to be too sadistic in their
love of killing player characters. This love takes the form of initially tel-
ling the players that they are going to die at his or her hands or breeding
masses of monsters to wander about, or creating areas that even the
most highly sophisticated being of the times before the destruction
could not have figured out. There is nothing wrong with these areas if
the players are reasonably cautious. To go a step further, there is no-
thing wrong with deliberately creating sections, groups of muties, build-
ings, what-have-you that are as deadly as the referee can think of, for
several reasons. First, it is a mark of the good player that they survive
and figure out these types of areas. Second, when a referee creates such
a place, he creates items that can eventually be used by those that con-
quer. Lastly, what right do the primitive creatures that try for these great
objects of technology have in not expecting to get maximum energy
force directed back at them? At several tourneys I have killed off whole
bunches of players merely because they failed to be cautious and that is
exactly what my best group uses in every case. They are very powerful
but even if they face things they have dealt with before, they cover every
angle they can think of and then go ahead.
May, 1979
THE
ARMADA
DISASTERS
Tempestuous Europe —
quarrelsome, divisive, seething. New al-
liances, old loyalties, quick hatreds, long-standing feuds. Enormous
upheavals, centuries-old reactionary repressions. This was the muddled
Continental picture as growing crises boiled over in the summer of
1588. At this time, Ring Phillip II of Spain sent his mighty fleet of war-
ships to crush the increasing impudence of England’s upstart Queen
Elizabeth I and her motley sea dogs. At least, that was the expectation.
Sweeping alterations in thought and attitudes marked the final
years of the Fifteenth Century which saw great seaward expansions
with Columbus’ Atlantic voyages and the circumnavigation of Africa to
India. Shortly thereafter, Spanish adventurers Hernando Cortes and
Francisco Pizarro conquered the American Indian empires of the Aztecs
in Mexico and the Incas in South America, opening the Western
Hemisphere to colonization and exploitation.
As wealth from the Americas began to fill the coffers of Spain and
Portugal, Pope Alexander VI arbitrarily divided the world between
these two Catholic powers, giving the West to Spain, with the exception
of Brazil, which was later claimed by Portugal, and the Orient to Por-
tugal, except the Phillipine Islands, which were to be Spanish.
And so treasure ships, heavily laden with the riches of the world,
brought all manner of precious goods home to Spain and Portugal.
Although the inpouring of wealth was staggering, far the largest portion
of it was necessarily spent in maintaining the far-flung colonial empires.
In 1580, the King of Portugal died and King Phillip, a relative, was
his natural heir. So Spain annexed Portugal with her vast holdings to
her own empire. Philip was then the most powerful ruler the world had
ever known, with staggering responsibilities and weighty issues to de-
cide.
Meanwhile, Europe was hopelessly split by the spread of Martin
Luther’s Protestant Reformation movement that threatened Catholic
domination. German merchants of the formidade Hanseatic League
controlled Baltic shipping, while the Netherlands, still not a national
entity, was under tight Spanish control in the person of the Duke of
Parma.
But upsurging England and France took exception to the Pope’s
partitioning of the world into two Catholic realms. Although the French
lacked the resources to involve themselves directly in the New World
conquests, they understandably wanted a share in the treasures. French
privateers began to prey on the gold-carrying fleets in a satisfying com-
bination of gaining riches as they fought to undermine Catholic persecu-
tion of French Protestants, or Huguenots.
England could not afford such cavalier action, as that country had
9
been allied with Spain for nearly eighty years. Her Catholic Queen
Mary, daughter of Henry VIII, had married King Philip of Spain in 1554.
But when May died without issue, her half-sister, Elizabeth, a Protes-
tant, became Queen of England and established her own persuasion as
the national religion.
England did not have the strength to oppose Spain openly, but
after 1558, her power, particularly at sea, began to build. Elizabeth in-
vested heavily in the voyages of her merchant fleet and thus added
money to her treasury.
The English traders, including some of the queen’s own ships,
began to deal directly but “illegally” with West Africa, the West Indies,
Russia, and even North America as they searched for a northwest pas-
sage to the Pacific. There were incidents and skirmishes as the Spanish
moved to stop English depredations. Spain’s monopolistic control of
New World wealth and England’s undercover determination to cut her-
self in for a share of the booty forced a showdown between the two
countries.
Spain sought to place Elizabeth’s Catholic cousin, Mary Queen of
Scots, on the throne of England in complicated political machinations.
A number of heavy-handed plots failed and Mary was to remain a vir-
tual prisoner in England for eighteen years.
Elizabeth fought off all intrigues with diplomacy, lying, manipula-
tions, wheedling, or brute force, as the occasion demanded. Her un-
predictable strategies effectively cemented her own position, raised En-
gland’s fortune and power, further confused the political situations of
France and the Netherlands, and irritated and harrassed Spain with
constant sniping and dogging her flanks.
Elizabeth, conscious of Mary Queen of Scots’ continual plotting
against her, finally yielded to the advice of her counselors. Mary was
beheaded on February 18, 1587, thus removing the stay of Philip to
move against England. A month later, he ordered the Marquis de la
Santa Cruz to activate his longstanding Enterprise, his master plan for
the conquest of England by land and sea. England was aware of Spain’s
intentions and of the forthcoming full-scale war, and began to make
plans of her own.
Backbone of Spanish sea might was the galleon, with two or three
decks, usually three masted, and with heavy guns for armament.
Wooden “castles” fore and aft were actually floating forts that afforded
sniper strongholds for close fighting. Spanish admirals preferred short
range bombardment with their large bore cannons, and then moving in
for grappling, boarding, and hand-to-hand combat.
Galleys, small and light with iron beaks at their prows, were used
successfully by the Spanish in Mediterranean warfare, using ramming
as their offensive technique. Lightly armed and rowed by banks of
slaves or prisoners, galleys were ill-equipped to withstand the savage
onslaughts of the open ocean.
Therefore, a new class of ship combining the best features of gal-
leons and galleys and called the galleass, was being developed. The
galleass was midway between the two other vessels in size and was also
made of wood, used both oars and sails, and was heavily armed.
The English, used to the treachery of the North Atlantic, concen-
trated their efforts on highly maneuverable sailing ships. Under the
leadership of John Hawkins, the navy was ridding itself of decrepit ton-
nage and corrupt officials while designing more effective men-o-war
and improving the lot of seamen.
English dreadnaughts were stripped of their topheavy castles and
new ships were more streamlined. They could carry more sail and turn
into the wind with greater speed. Heavily armed greatships were also a
mainstay of the English fleet.
But the most effective idea, brainchild of Hawkins and his mentor,
Sir William Wynter, Master of Naval Ordinance, was their reliance on
lighter demicannon which fired a thirty-pound ball (as opposed to the
fifty pounders hurled for shorter distances by the guns of Spain) and on
culverins and demiculverins. This permitted long range salvos that
could inflict great damage on enemy ships without closing.
With her fleet ready, Elizabeth still procrastinated. In April, 1587,
she finally permitted the swashbuckling Sir Francis Drake to put to sea
with a complement of twenty-three vessels in a private venture of spy-
ing, raiding, and blockading.
Upon reaching Portuguese waters, Drake boldly began a frontal
attack on the massed vessels in the harbor of Cadiz. There, some sixty
ships, in varying stages of repair, were being readied to join the Enter-
prise, the Armada, and were hopelessly crowded together. In the ensu-
ing battle in which the Spanish were sitting ducks, between twenty-four
and thirty-seven of their ships were sunk and Drake reprovisioned his
own fleet at the enemy’s expense. He also learned that the main
Spanish fleet was rendezvousing in Lisbon, and that Commander Don
Juan Martinez de Recalde, with half a dozen ships, was waiting at sea to
escort the treasure ships that were returning from the West Indies.
Drake decided to sail to Cape St. Vincent, a strategic point, to inter-
cept Recalde. Not finding him there, Drake nevertheless went on to
capture the stronghold, destroying the castle, the monastery and its fort.
He then ran amuck, sinking fifty tuna fishing boats and fifty barrel-
carrying cargo ships, both groups vital in supplying the Armada. Unable
to attack Lisbon directly, he returned to Cape St. Vincent to rest his
crews and clean his ships.
Heaping insult upon vast damages, Drake then captured the car-
rack, the SAN FELIPE, a personal ship of King Philip, a loaded treasure
ship of jewels and gold, velvets and silks, china, porcelain, and spices.
Taking his prize to England, Drake was championed for seriously crippl-
ing the Spanish war effort and for delaying the sailing of the Armada.
Elizabeth claimed her share of the loot while publicly disclaiming re-
sponsibility for Drake’s deplorable actions.
King Philip was understandably enraged. The next spring, with his
commander, the Marquis of Santa Cruz dead from overwork and
exhaustion, he appointed a successor, Don Alonso Perez de Guzman el
Bueno, Duke of Medina Sidonia. This exalted commander felt he was
unqualified to lead so vast an undertaking as the Armada, but Philip
waved aside his protests and bade him set out with the flotilla post haste.
Medina Sidonia, with his council of advisors, worked feverishly to
modernize the moldering collection of outmoded vessels languishing in
the harbors, but few improvements were possible in so short a time.
Finally, all feasible preparations were completed and the Enterprise, the
Armada was ready to get underway.
Misfortune dogged the expedition from the start. They were un-
able to sail in the middle of May because unfavorable weather persisted
for three weeks. Another similar period of time was then consumed
while the fleet crept only as far up the coast as La Coruna, Spain be-
cause they were slowed by the crawling pace of the storeships.
At La Coruna, the entire fleet put in for fresh water and vital
supplies, but only half were able to anchor in the harbor. A terrible
storm in the night blew some seventy ships out to sea and it was many
days before they could reorganize and set forth again.
Under the command of Medina Sidonia, in the first line of battle,
were ten galleons from the Indian Guard, nine galleons of the Por-
tuguese Navy; the Italian warship,
SAN FRANCISCO;
four galleasses;
and four greatships.
The second line of battle consisted of forty armed merchantmen,
ranked into four squadrons; twenty-three storeships; thirty-four pin-
naces; and five other small vessels.
King Philip’s grand plan for the conquest of Britain was for the
Armada to proceed to the English Channel and there rendezvous with
the Dutch battalions of the Duke of Parma. After escorting these troops
in their barges across the channel for the invasion of England, the Ar-
mada was to destroy any opposing ships at sea or in the harbors. Spain
supposed the English fleet to be inconsequential.
Meanwhile, Sir Francis Drake had been impatient for action for
many months. He had badgered Queen Elizabeth to let him sail for
Spain to take offensive action, but she hesitated. Finally, in May, all
available ships were provisioned and ready for duty. Lord Howard was
in command, with Drake as his first officer.
On Friday, July 29th, 1588, the Spanish Armada was sighted off
the Lizard, the tip of the Cornish coast, and on their way to Plymouth.
By evening, Lord Howard was able to put to sea with fifty-four ships
while others were still loading. These ships slipped around the Armada
to the south, there to wait for daylight.
The Armada had remained intact on the difficult voyage from
Spain except for the four galleys which were unable to weather vicious
Atlantic gales and had to seek French ports, and one merchant ship that
had disappeared. Medina Sidonia, in that night of waiting near the
Lizard, believed Drake’s ship to be in Plymouth harbor while Lord
Howard’s forces were still patrolling the Dutch coast. He moved his fleet
closer to Plymouth the next day.
10
Sunday morning, July 31, 1588, saw the first meeting of the En-
glish and the Spanish, who wheeled in unison in a magnificent display
of seamanship and discipline, to meet the south-lying enemy, The ar-
mada, in crescent formation with Medina Sidonia’s flagship, the
SAN
MARTIN, in the lead, faced nearly two hundred ships of superior fire
power, including the huge
TRIUMPH, the 1,100-ton warship com-
manded by Martin Frobisher. Additionally, the English ships, though
many were smaller, had the advantage in maneuverability.
The battle was joined. The English challenged the crescent’s right
wing with Lord Admiral Howard in the ARK ROYAL, while Drake’s
REVENGE, Frobisher’s TRIUMPH, and John Hawkins’ VICTORY
sailed against the Spanish forces to the left. English long range culverins
opened fire, and when the Spanish came out to meet them, the nimble
attackers fled. The English also had the wind advantage, a major factor.
That afternoon, the powder magazine of the Spanish greatship,
SAN SALVADOR, exploded. In the confusion that followed, the En-
glish attacked again and two Spanish ships collided. The sea roughened
as the wind increased and fighting broke off, leaving the
still-virtually-
intact Armada to move on eastward up the channel.
The English pursued, not wanting the Spanish to rest or refit. They
captured the ROSARIO and the SAN SALVADOR, two rich prizes.
Monday and Tuesday saw continuous skirmishing and heavy firing, and
by Wednesday, both fleets were growing short of ammunition. Thurs-
day, all vessels were becalmed, but as the wind freshened, the Spanish
took quite a pounding from English squadrons.
The Armada, low on supplies, kept moving through Friday and
most of Saturday, and then dropped anchor that night in Calais, France,
to await word from the Duke of Parma in Holland. The English, at rest
less than two miles away, received reinforcements of ships and ammun-
ition, raising their strength to 140 vessels.
Medina Sidonia learned, to his chagrin, that the Duke of Parma
was far inland with his men and would not be ready to move for at least
two weeks. In addition, no food or supplies would be forthcoming from
that quarter. Then the English sent eight fireships drifting toward the
massed Armada, and the Spanish scattered hopelessly in panic.
Monday, August 8th, saw some of the bitterest fighting to date,
with the English pounding at the disorganized, retreating Armada.
Eventually, both sides were out of ammunition and the scene faded in
the confusion of yet another storm.
So far, in nine days of sea battles, the Armada, which had originally
numbered 130 ships, had lost nearly half its strength and over 600 men
killed with another 800 wounded. They were in total rout with the En-
glish fleet, still at full strength, dogging them unmercifully. The Spanish
were completely demoralized and they prayed for deliverance.
Then that night, the capricious winds shifted again and blew the
Armada northeast far out into the North Sea. The helpless English,
could only follow and watch. The Spanish were grateful for this turn of
events and gave thanks for their miraculous escape.
But tribulations were only beginning. Winds continued from the
same quarter so the Spanish had no recourse but to go on northward
past Scotland. The English finally turned homeward.
Armada survivors rode the storm-riven seas, cold and hungry,
in
holed, demasted hulks barely able to keep afloat. Many of these ghastly
wrecks were without anchor or rudder, and after rounding northern
Scotland between the Orkneys and the Shetland Islands, gutted them-
selves on the rocky fangs of Northern Ireland’s hostile shores. At least
seventeen ships went down in these wild seas, with a loss of more than a
thousand men. Most survivors were duly murdered on shore and strip-
ped of all possessions. Only a few of these unfortunates made their way
back to Spain.
First Spanish ships of the ill-fated Armada, still lead by the
SAN
MARTIN, limped into the harbor of Sanlander, Spain, on September
23, 1588. Considerably less than half of the total returned, and most of
the great commanders were dead or dying along with many of the
crews. Medina Sidonia blamed himself for all the misfortunes of the
Enterprise, but King Philip would hear none of this and kept him on in
his service.
But all was not peace and thankfulness in England. Faced with
bankruptcy, the Crown could ill afford to pay off her victorious sailors
and send them home, so many were dying of disease and malnutrition
aboard their ships. Frobisher and Drake were accusing each other of
VOL. III, No. 11
May, 1979
blundering and cowardice, John Hawkins and Lord Howard were vast-
ly dissatisfied.
Impetuous Sir Francis Drake was now planning his own Armada as
a private venture, and he assembled sixty English merchantmen, sixty
assorted Dutch ships, and six royal navy greatships. His idea was to
destroy as many Spanish Armada ships as he could find in port, and to
take with him one Don Antonio de Crato and establish him on the
throne of Portugal, thereby wresting control of that country from King
Philip.
This ill-conceived expedition was foredoomed to failure. When fi-
nally launched in June, 1589, Drake’s ships sailed southward to La
Coruna, where Commander Bertendona scuttled his ship, the SAN
JUAN, to keep her from falling into enemy hands. Drake’s men cap-
tured the city, but little booty was to be had.
Later, they sailed on to Lisbon where they found the Portuguese
unwilling to accept Don Antonio as their king. They subsequently set
out for the Azores, but the stormy Atlantic willed that they should never
reach those islands. The English Armada was forced to return to Eng-
land with 8,000 of Drake’s men dead and a number of his ships lost, and
he was in total disgrace with his queen.
Out of the lengthy war with its terrible price in men and ships, Spain
lost her dominion over France and the Netherlands. England kept her
eyes on the sea and eventually secured huge tracts of the New World as
well as the Orient and Africa for her own empire.
In recent years, divers have found the wreckage of some of the
Spanish ships lying at the bottom of the cold, turbulent North Atlantic
off the fierce coast of Northern Ireland. Among the relics recovered from
the remains of a ship identified as the Napalese galleass GIRONA, are
gold and brass ornaments, jewelry, cannon, lead ingots, and cannon-
balls. There are also gold and silver coins, pottery, chains, buckles, and
cutlery, in a remarkable collection of momentoes foraged in persistent
salvage operations.
It may be anticipated that in the future the sea will grudgingly sur-
render more of her ill-won souvenirs of the Armada, and that we will
gain more precise knowledge of the fate of other Spanish ships.
Wargamer/Artist Wanted
TSR Hobbies is looking for an artist. College training or experience
and being a War Gamer are necessary qualifications for this position.
Knowledge of human/animal anatomy and a skill with pen and ink are
most important. Send a resume and, if you wish, a few black and white
8½ x 11 samples. All illustrations will be handled with care and returned
to the owner. Sent to TSR Hobbies, Inc. Art Dept. P.O. Box 756, Lake
Geneva, WI 53147.
Convention Schedule 1979
MichiCon VIII
(June 1-3) sponsored by the Metro Detroit Gamers at
Oakland University, Rochester, MI (Just North of Detroit). Over 25
board game tournaments, 10 role-playing game tournaments, over 60
miniatures tournaments and demonstrations, seminars/panels/
workshops, auctions, flea markets and over 50 exhibit booths. For more
information and pre-registration flier send a SASE to Metro Detroit
Gamers, MichiCon VIII, P.O.B. 787, Troy, MI 48099. Pre-registration
deadline is May 10, 1979.
XON-CON
(June 2,3) at Knights of Columbus Hall, Dixon IL Role-
Playing. Boardgames. For more information call: 815-284-3254.
Wargames West 79
(June 8-9) at the Fresno Convention Center,
700 M. Street, Fresno CA. Contact: Elliott Dermon P.O. Box 261,
Kingsburg, CA 93631.
GLASCON IV
(June 15-17) sponsored by CSUN Simulation Gamers’
Association. $3.00 Pre-registration Fee. $5.00 at the door. For more
information write CSUN-SA, 7133 Reseda Blvd., Reseda, CA 91335.
Origins 79
(June 22-24) at Widener College, Chester, PA. For more
information write: Origins ‘79, P.O.B. 282, Radnor, PA 19087.
NANCON II (June 30-July 1), at the luxurious Houston Marriott.
Largest Dungeons Tournament in the Southwest. Two Day Admission:
$5.00 until June 1 ($6.00 after June 1). Dealers Room. Seminars on
Sunday. For information or early registration contact: Nan’s Toys and
Games - 1385 Galleria Mall - 5015 Westheimer - Houston, Texas
77056 (713-622-0760 after 5:00 PM CST) Room Reservations
through Houston Marriott - 2100 S. Braeswood - Houston TX 77025
(mention NANCON for room in gaming area).
The Great Canadian
Games Adventure
May 18-21, 1979
(Queen Victorias Birthday)
Ottawa University
Ottawa Ontario CANADA
Tournaments in EVERY aspect of gaming
Talks and Seminars by guests, game designers
Games from Europe, England and Canada (American
Favorites too!)
Lots of Dealers, Open Gaming, Films and Auctions
No Game Registration Fees!
Good Dorm Accommodations and 24 hour restaurants
Guest of Honor:
Gary Gygax
For More Information: Phone 613-745-2073 or Write CANGAMES 79,
201-360 Dundas St. Vanier Ontario CANADA K1L 7W7
11
THE PROPER PLACE
OF CHARACTER
SOCIAL CLASS IN D&D®
©Gary Gygax
Insertion of randomly determined social class is sometimes touted as an
improvement or valuable addition to the existing game system. This sort
of assertion seems valid on the face of it, for doesn’t the game benefit
from assigning social classes to player characters? Isn’t a new dimension
added when the rank of characters is known and considered? Before
answering those questions, consider from whence the idea of social
classes came. Professor M.A.R. Barker suggested social classes in his
instruction manual for his monumental game, EMPIRE OF THE
PETAL THRONE. The EN GARDE game by Game Designers Work-
shop contained a lengthy treatment of social class and birth tables.
Those who saw these works and decided to insert them into D&D failed
to recognize one important singularity common to each of the
aforementioned games which is not possessed by DUNGEONS &
DRAGONS®/ADVANCED DUNGEONS & DRAGON®. Both the
world of Tekumel and that of the Three Musketeers etal have a complex
and detailed social system already devised for them — one from the
creativity of Professor Barker, the other drawn from the history and
legends of the period of Cardinal Richelieu, the early Seventeenth Cen-
tury. D&D has no such cultural and social background.
Because D&D does not have a predetermined culture and social
structure, it is totally foolish to plug in a system which assigns a class
rating to characters, unless the social class determination is very basic
and non-specific such as:
01-75 character is of common background
76-95 character is of aristocratic background
96-00
character is of upper class background
Note that this sort of determination is not particularly useful, but it
does not preordain a social order, either. Use of a more specific method
causes the Dungeon Master to automatically accept a social order he or
she may well have no desire to include in the campaign, for lack of
knowledge or personal preference or any other reason. All of the social
distinction tables assume nobility or offices or professions which are not
universal to all cultures. Use of such tables means that the DM has ac-
cepted the premise that his or her campaign, in fact, has such classes of
nobles, professions, or offices.
D&D is a fantastic medieval game system. This does not mean that
it is medieval in the European sense, although a campaign milieu based
loosely upon mythical feudal Europe is not precluded. However, it
could as well be set in the Near or Far East, in a mythical place, in a
mythos with an ancient-medieval atmosphere (such as Robert E. How-
ard’s “Hyborean Age”), or just about any other desired milieu. The
important factor is medieval technology, not necessarily feudalism with
primogeniture, entail, and a Salic Law.
So-called birth tables are likewise of highly questionable value to
DMs. These tables dictate to the Dungeon Master the rank of a male
player character’s birth, i.e. first, second, third, etc. Again, the informa-
tion is useful only when a culture which is basically feudal European
(with primogeniture, entail, and Salic Laws regarding inheritance and
titles) is considered. What if some other system is desired by the DM?
12
VOL. III, No. 11
Out the window with the birth tables, of course. Furthermore, even if a
basically feudal society is presupposed in the campaign, what use are
birth tables which indicate that a player character is a first-born son of a
ruling monarch or major noble? How can one conceive of such a per-
sonage going out adventuring at the risk of life and limb?! Has the indi-
vidual abdicated his inheritance? Does he have amnesia? Where are his
guards and retainers? Does his sire know what he is doing and where?
And all of this when a compatible social order is considered. Now envi-
sion use of such systems in a milieu which is neither feudal nor male-
oriented — a hierarchy based on matriarchal principles, for example.
Inclusion of such tables simply is unthinkable. For these very reasons,
D&D does not contain any systems of social classification, for the DM
must first decide upon the culture and society of the campaign before
any valid system can be designed, and there are far too many variables,
so the task is strictly that of the DM. Any detailed system will impose its
own order upon the campaign, as well as possibly forcing the DM to
accept certain premises regarding player characters which do not fit into
the schema of the milieu.
For the sake of discussion, a number of government forms are
given below. Several of these names were coined on the spot in order to
describe types of governments which would be applicable in a D&D
campaign milieu. The list is by no means exhaustive, and DMs should
feel right in devising any sort of government which is reasonable within
the parameters they have set for their particular “worlds”. Government
forms are:
ANARCHY — No formal government and no social classes
ARISTOCRACY — Government by a privileged class, this class so ves-
ted with power to rule being determined by virtually any circumstances
of social or economic relevance
AUTOCRACY —
Government which rests in self-derived, absolute
power (an emperor or dictator is typically an autocrat, but the variations
are many)
BUREAUCRACY — Government by department, rule being through
the heads and chief administrators of the various departments of the
system
CONFEDERACY — A league of possibly diverse governmental and
social entities designed to promote the common weal of each
DEMOCRACY— Government by the people, i.e. the established body
of citizens, whether direct or through elected representatives
FEODALITY — Feudal government where each authority derives au-
thority and power from the one above and pledges fealty in like manner
GERIATOCRACY — Government by the very old
GYNARCHY — Government by females only
HIERARCHY
— Typically religious government with a structure
somewhat similar to a feodality
MACOCRACY — Government by professional magic-users
MATRIARCHY — Government by the eldest females of whatever so-
cial units exist
MILITOCRACY
— Government by military leaders and the armed
forces in general
MONARCHY— Government by a single sovereign, usually hereditary,
whether absolute in power or limited (such as the English monarchs
were by the Magna Carta)
OLIGARCHY — Government by a few, usually absolute, rulers who
are co-equal
PEDOCRACY — Government by the learned and savants
PLUTOCRACY — Government by the wealthy
REPUBLIC — A government of representatives of an established elec-
torate
THEOCRACY — God-rule, or rule by a god’s direct representative
Let us assume a campaign in which the DM desires to develop play
around two diverse portions of the campaign area, in this instance a
portion of a continental land mass. The western nation is an oligarchy,
while the east is fragmented into numbers of small feudal states which
the oligarchy keeps in constant turmoil and warfare through clever
machination. If player characters begin in an eastern land — more likely
a place for adventuring —
the social order will tend to be feudal or
May, 1979
semi-feudal. Let us further assume they start out in a small province of a
small kingdom ruled by an absolute monarch. Near equals to the king
are the peers of the realm
— dukes, princes, the greatest churchmen,
marquises, counts (or earls), great churchmen, viscounts, barons, and
lesser great churchmen. Considered separately are knights, for those
given this status by the king are peers, those with lesser knighthoods still
ranking amongst the nobility. Of course, nobles are not necessarily
knighted; and knighthood, unlike titles of nobility, can not be inherited.
Below the nobility and knights is a broader class of society, the
gentry. Gentlemen, or the gentle born, are from families with land hold-
ings or great wealth from mercantile activity and the like. The great
offices of the kingdom —
chancellor, marshal, constable, etc. — are
drawn from the nobles; but the lesser office holders — bailiffs, magis-
trates, justices, etc. —
will be drawn from the gentry. Outstanding
members of the class will be knighted. Exceptional knights will be ele-
vated to the peerage. Civic leaders are typically of this class.
Next after the gentry are the freemen and artisans. This class is
comprised of small landowners, tradesmen, and skilled craftsmen. This
class furnishes candidates for very minor offices of the government and
will be active in the affairs of small community government, usually
serving under the leadership of a gentleman. Rarely will members of this
class be knighted.
Below the freemen and artisans come the laborers. These are free
folk, but they have neither land nor skills. They are tenant farmers,
workers, and peddlers. These folk come under all of the upper classes,
and they can aspire to become freemen, although there is little likeli-
hood of this move occurring, as money or opportunity is scarce.
The lowest class is far and away the largest. It is made up of ser-
vants, bondsmen, and serfs. Servants and bondsmen can eventually
move into the laborer class; serfs can have no such hope, as they are
confined by law to work the land for their liege lord, be it nobleman,
churchman, gentleman, or even freeman.
Player characters beginning in this social order will be of noble
origin only if the DM desires to include this as a factor. Frankly, only the
younger sons of any noble family would have any reason to become
adventurers in most cases, for the first born will inherit the title and
lands, and the second and third sons will certainly be provided for by
means of clerical offices and government positions. Royal sons are al-
ways given titles and lands regardless. If first-born sons or royal family
members become involved in a campaign as player characters, there
must be a reason for this! Where will adventurers come from then? Not
from the peasants, for they are probably absolutely forbidden to pos-
sess and bear arms, except when impressed into levied bands by their
liege lords. Most adventurers will come from the laboring, freeman/
artisan, or gentle class. The percentage of adventurers from each class is
entirely dependent upon campaign circumstances such as the largest
urban area nearby, local and regional government, economic factors,
etc. Let us suppose, for the sake of the example, that there is a 5%
chance that a character will be from the lowest class, 10% chance of
being from the laboring class, 30% from the class of freemen and arti-
sans, and 50% from the gentle class. (More weight is given to the more
privileged classes as they are more likely to be able to afford or other-
wise have the means to have their sons — or daughters — given the
background necessary to become an adventurer.) A 5% chance is also
given for a lesser noble class background, for anything greater in per-
centage or higher in class would cause severe campaign anomalies.
What does this all mean?
Well, starting funds and equipment must be adjusted to suit social
class, although some weight can be given to the possibility of previous
gains and losses to balance things out a bit. The major effect such social
level determination would have is in the area of profession. All thieves
and assassins could come only from the two lowest social classes.
Clerics could come only from the levels above the two lowest. Magic-
users could come only from the three highest levels. Paladins could
come only from the highest class. In general, skills learned before be-
coming an adventurer are non-existent outside those peculiar to the
profession of the character. For example, the son of a cheese maker will
be sent away at a young age to receive a clerical education, or serve as
an apprentice magic-user, without benefit of training in his father’s bus-
iness. Each adventurer will have basic skills and knowledge to his or her
profession and little else. Fighters are the sole possible exception, for
It is obvious then, that only the individual Dungeon Master is capa-
ble of properly establishing the social order of his or her individual cam-
paign. Active inclusion of this consideration will necessarily place some
further restrictions on player character choices as to profession, but this
is not necessarily a drawback; and it might well be desirable in certain
cases, as it will tend to encourage more fighters and reward them with
bonuses in the area of knowledge and skills not possessed by other
classes of adventurers. Inclusion of an overall social structure and clas-
ses is, of course, a necessity in any large campaign. This is not merely an
embellishment; it is an integral part of the development of the milieu.
Furthermore, inclusion of important personages from higher levels of
society will tend to add greatly to the campaign in various ways, whether
from taking service with a noble to rescuing a prince or princess, such
interaction adds to the scope and meaning of the campaign.
What is also obvious is that social class is certainly not something to
be added lightly, a factor to be sprinkled whimsically into the campaign
or tossed into the whole by random chance. A well run and meaningful
campaign will have an equally well devised social system and class de-
termination according to forethought precepts. I suppose it is best
summed up by the old adage, ‘class will tell’ . . .
DMG Finished
As of this writing the manuscript for DUNGEON MASTERS GUIDE has
at long last been completed, save for a few pages of probable rewrites
and transitional material which editing will uncover. This has been a
long and lousy struggle for me, as there have been so many other things
to do, and great numbers of interruptions in the work flow. It is fun to be
Continued on page 33
their apprenticeship would typically come later and consist of service
with a levied or militia force, then as a mercenary or recruited man-at-
arms, and only thereafter as a 1st level (veteran) fighter. Therefore,
consideration to the possibility of the character possessing one or more
skills in addition to fighting ability is not unreasonable. These skills
would be commensurate with social class and background based upon
the milieu.
D&D was purposely sketchy and vague regarding government and
social systems, for not only would any attempt at detailing such informa-
tion be of considerable length, but it would also take away the preroga-
tives of the DM. The governments and social systems of a campaign
should be devised and developed directly by each individual DM with
an overview of his or her entire campaign, both the introductory milieu,
and the eventual scope of the “world” and the universe (or “mul-
tiverse”) in which it is set. To force any order upon the DM is to curtail
the scope he or she has in devising such settings. This is not to say that it
is wrong to have package offerings such as the Judges Guild CITY-
STATE or TSR’s. WORLD OF GREYHAWK. In such as these, there can
be no question in the purchaser’s mind as to what is offered, a milieu
which is already developed. The D&D rules are distinct, however, in
that they instruct the DM as to how the game is played and mention only
in passing that an entire “world” must be developed to house the cam-
paign. The design of that world was left as the purview of each indi-
vidual DM. The explosion of D&D’s popularity, and human nature too,
has tended to promote an increasing acceptance of social class distinc-
tions and tables without due consideration for long term campaign ef-
fects. At the very least this has resulted in some very odd settings, and at
worst it has promoted the early demise of campaigns — typically with
attendant reorganization and restarting with revised ideas and rules. In
order to save DMs from this difficulty, a thorough treatment of society
and government forms is needed. Space and time disallow any indepth
treatment, even assuming a qualified authority could be found to do a
thesis on the topic for us. DMs must be prepared to research the topic for
themselves and develop systems which suit their needs.
D&D is principally medieval in respect to the technology of its
arms, armor, and military arts. Even assuming the DM wishes to adhere
to a medieval milieu, many sorts of historic government forms and so-
cial orders are available
—the English monarchy, the Swiss confedera-
tion, the Holy Roman electorate, the Byzantine Empire, various Arab
states, or even the horse nomads of Central Asia can be used as models,
and that is but a sampling. Consider some of these other possible forms
which may or may not draw. upon historical bases. Then create the
societies you desire.
13
VOL. III, No. 11
A review of the film, “The Lord of
the Rings,” in the form of an open
letter to Saul Zaentz and Ralph
Bakshi.
Dear Saul and Ralph,
Your film was a rip off! Yes, rip
off! I know that the expression has
moral connotations, and that you
haven’t done anything wrong leg-
ally; but I happen to believe that
moral obligations often make de-
mands that go beyond the de-
mands of law. So stay with me for
a few paragraphs, and I’ll explain
why your film is immoral.
Let me start by saying that I’m
not an outraged purist. I’ve read
the Trilogy about six times, but I
went into the theater with no ex-
pectation whatsoever of seeing a
movie that was “just like the
book.” Film and print are two dif-
ferent mediums of communica-
tion. There is no way for a film to
capture everything that can be put
into a book, and a film can express
things that no writer could hope to
accomplish.
So I’m writing right now, not as
a Tolkien fan, but as a movie fan (I
love movies and attend the
cinema about thirty times a year).
As a movie-goer, there were three
things I expected from you: good
animation, a captivating and logi-
cal story, and clear guidance into
the alien mythos of Middle Earth.
You only gave me one and a half
out of three.
My wife watched this movie
with me. She never reads fantasy
or plays fantasy games. When we
walked out of the theater, I knew
what she was going to say before
she said it: “Wasn’t the animation
good?” Superb. Congratulations
guys, I loved it too.
“I think I understood the part
about Frodo and Sam . . .” The
story was clear concerning these
two. She did get confused about
Gollum, though. She had so
much to learn about between the
appearance of Gollum in the in-
troduction, and his reappearance
late in the movie, that she forgot
who he was.
" . . . but frankly, I didn’t un-
derstand what happened to the
rest of the characters in the second
half of the movie. I couldn’t see
how it related.” And that’s be-
cause you blew the second half of
the movie. You used a lousy, mis-
take riddled, confusing script, that
only a Tolkien fan could under-
stand.
Why didn’t Frodo’s sword glow
in the battle with the orcs? Bilbo
said it would. Who was this Strider
guy? Why did he have two
names? Why was his sword bro-
ken? Couldn’t he afford a new
sword? Did he get a new sword
later on, or did somebody fix it for
him? What is the relationship bet-
ween Rohan and Minas Tirith?
Where did Gandalf get that army
that he used to save the army of
Rohan? Why were some of the
orcs bigger than the others? What
were they fighting each other
about that one time with Pippin
and Merry? What was the signifi-
cance of Pippin and Merry run-
ning into that talking tree? They
just seemed to somehow fade out
of the story. Did Gandalf really
succeed in driving the forces of
evil from Middle Earth at the end
of the movie? Then why was the
ring important?
Of course I know the answers to
all these questions: I’m a Tolkien
fan. But my wife isn’t, and she’s
confused. What made you think
that you could drop names like
Rohan and Arathorn as if you
were making a passing reference
to Jimmy Carter and America?
The least you could have done
would have been to have worked
some sort of a map into the story.
You could have had the charac-
ters read it while they were discus-
sing their options. This would
have at least given the uninitiated
some chance of understanding
what went on.
Ralph and Saul, you ripped us
all off. Know why? Because you
released a movie of such poor
quality, knowing that it was poor
quality, but knowing that you
would make money off of it be-
cause of the popularity of the liter-
ary work it was based on.
Oh, I should say a word about
the ending. It didn’t. End, that is.
You should have written “To be
continued. . .”
across the screen.
Better yet, write it across the ads.
“The Lord of the Rings:” That’s
the title of the whole triology,
guys. You used it in your ads, but
you forgot to tell us in advance
that you weren’t going to tell the
whole story. Shabby.
You think I’m being too harsh?
Let me ask you this. Would you
even seriously consider releasing
a film with this many flaws in it if it
wasn’t based on a famous piece of
literature that would guarantee it a
built in audience? Only if you
were really stupid. But you’re not
stupid. You’re just too cheap to do
the job right. Or maybe you just
don’t care enough about your art
to fight just a little bit harder with
your backers for just a little bit
more money so that you can get a
decent script.
Twenty million americans have
read that Trilogy. Many of them
would go and see any movie
based on it, even if they heard it
panned in a review. They just
couldn’t resist. I think that you
banked on that (excuse the pun)
when you did this movie. And I
say that’s a rip off.
Up until this point in the letter, I
have been speaking on behalf of
those who have never read the
Trilogy. Perhaps that’s presump-
tuous of me, but I think I’ve been
fair. Now I want to say a few words
as a purist.
Fine animation. I understand
that some of the scenes were done
by filming live actors, and then
drawing animation on over the
film. I was so caught up in the vis-
ual treat of the movie, that there
were times when I wasn’t even no-
ticing the changeover from pure
animation to the redone scenes.
Really well done.
The characters and the crea-
tures were reasonably well rep-
resented. You couldn’t please
everyone, but you did a good job
14
overall. Personally, I thought your
orcs were too much like your ring
wraiths, but then you made up for
that with your superb balrog.
Thank you for leaving out Tom
Bombadil. It would have taken
you at least twenty minutes to do
justice to him, and you didn’t have
the time. So you left him out en-
tirely rather than portray him in-
adequately. A wise choice.
Would that you had used the
same wisdom in dealing with
Treebeard. A pox upon you for
what you have done to my be-
loved Ent. Oh, I know, you were
going to reintroduce him in the
sequel, when you would have the
time to do justice to him. But you
did such a poor job on the first
film, that you may not be able to
raise the money for a sequel.
Slow moving, slow thinking,
purposeful Ents, interacting with
tiny, flighty little hobbits. One of
the most imaginative creative, ap-
pealing, and just plain old fun
concepts I have ever read. The
Ents alone make Tolkien’s works
a classic.
Do you know what you did with
Treebeard? You used one of the
most endearing literary concepts
of all time as a gimmick. To the un-
itiated, his scenes in the movie
were no more meaningful than
the various aliens in the bar scene
in “Star Wars.”
Assuming that you can raise the
bucks for a sequel, I would like to
make a few suggestions. Don’t
use superb literary concepts as
tinsel. Don’t use a script that only
insiders can understand. Don’t in-
troduce people and places so
casually.
And don’t be Hollywood
pimps, using a beloved literary
work as a prostitute to make a
cheap buck. Make it a film that will
entertain without confusing. Or
else do the world a favor, and
don’t make it at all.
Mark Cummings — NY
There’s not a whole lot I can say
about the foregoing. Had I written
the review of LOTR, as I had
May, 1979
planned before I went to see it, it
would scarcely have been any
when played in a well-lighted
kinder. To the contrary, it would
room, the names and types of the
counters can be read with ease. As
have been far more cutting and
critical. I hope Messrs. Zaentz and
for the mapboard being two-
Bakshi take heed. —ED.
dimensional, so what? The author
openly admits that the only thing
3-D movement in ALPHA
OMEGA would do is slow down
Dear Editor:
I totally disagree with the au-
the game; to add something to a
thor’s comments concerning
game simply because all the other
gamers have it (which is not the
ALPHA OMEGA in the Sep. ‘78
case here) is totally wrong. I totally
ALPHA OMEGA review. The disagree with the author’s com-
criticism that the author levels at
plaints about the time scale of the
the game borders on being totally
absurd; a little logic and common
game, with each turn being equal
to six seconds of time; the time
sense reduces the author’s com-
plaints to nothingness.
span would be quite realistic when
The first complaints the author
you take into consideration the
lodges against the game have to
possibility that ultra-sophisticated
do with its components. Admit-
(by our standards) computers
tedly, its counters are not the best
would be handling such things as
in the world; neither are they the
tracking, weaponry firing, and the
worst, though. The different
like. As for the author calling it a
shapes of the counters make for
“naval game set on a starfield
an excellent variety; I would
map,” the author could use that
phrase to describe several space
hardly define their “shape-coding
wargames, ranging from
by type” as “an idea that doesn't
GALAXY of old to IMPERIUM.
work out too well in play.”
The
“black on purple” situation that
To condemn the game for having
the author spoke of, in which the
its forces modeled after the Navy
ship types and names are printed
is ridiculous. Equally ridiculous is
the author’s assertion that the
in black ink in a violet
background, is hardly the eyesore
game is “pure Buck Rogers.”
ALPHA OMEGA is as advanced a
across; to compare it to a Buck
Rogers game would be like com-
paring a sparkling diamond to a
lump of coal.
The author’s next criticisms of
ALPHA OMEGA stem from the
author’s beliefs that ALPHA
OMEGA lacks “realism.” In case
the author has forgotten, the au-
thor is not talking about fact, the
author is talking about fiction, sci-
ence fiction, remember? The
game isn’t supposed to be real to,
start with, so why complain that it
isn’t? The complaints that the au-
thor lodges against such names as
the “Argonne Accumulator” and
the “Dacer Shield” are unrealis-
tic; if I were responsible for creat-
ing something, I’d want it named
after me, so why shouldn’t the
people of the future do likewise?
As for the complaints about the
use of such names as “Balushi”
and “Akroid,” so what? Let the
game designers have a little fun,
the world won’t come to an end,
you know. When the author
complains that the weapons used
in the game strike their targets in-
stantaneously, the author does
not take into consideration that
the weapons could just seem to
arrive at their targets instantane-
turned on in a darkened room.
The unrealistic energy expendi-
tures that the reviewer talks about
again shows the reviewer’s forget-
fulness that the author is dealing
with science fiction. You are not
dealing with energy as you under-
stand it, whoever wrote the re-
view, you are dealing with a new
form of power. It makes as much
sense to judge the crystal power
via contemporary energy stan-
dards as it does to judge the taste
of an apple by biting into an
orange.
Fortunately, the author does
not give the game a 100%
bad appraisal, although a
99.999 . . . % appraisal would be
more accurate. The author says
that the simultaneous movement
that the combat that the game
uses is good; the author also
praises the game’s movement
pads and combat resolution via
computer matrixes, as well as the
game’s having a CRT that has dif-
ferent tables to be rolled on de-
pending upon the number of
energy factors that strike a target.
It is unfortunate that the author
does not think more highly of
ALPHA OMEGA; the game is an
excellent simulation of space
that the author makes it out to be;
space wargame as you can come
ously, as is the case when a light is
Continued on page 34
15
May, 1979
ARMIES OF THE
RENAISSANCE
Nick Nascati
Part III — The Condotierre and The Papacy
If Woody Allen would ever decide to turn his comedic talents to
writing history, the result would very probably read like a history of Italy
in the Age of the Condotierre. Few periods in history could possibly be
as full of petty squabbles and pointless maneuvering, as this age when
greedy, mercenary captains controlled the destiny of the Italian City-
States. Warfare was formalized to the point where it almost became a
life-size chess match, with few fatalities. However, their military system
does assume a certain importance in our study of the period.
With few exceptions, which will be discussed, the majority of the
city-state forces, consisted of high priced, un-enthusiastic condotierre
mercenaries. The Condotierre captains, realizing how expensive a
commodity they had to offer, strove constantly to find a way to reduce
casualties in battle, and increase the number of wealthy, ransomable,
prisoners. Naturally the first way to reduce casualties, is to arm men so
heavily that it becomes almost impossible to kill them. This resulted in
armies moving slower and slower, a full charge being almost impossible.
The lack of movement eventually resulted in battles becoming a series
of intricate maneuvers, where the primary objective would be to force
your opponent into an untenable position, where he would either have
to surrender, or be cut down by crossbowmen, whose heavy bolts could
penetrate the heaviest armor.
Later, when the need for mobility was realized, the Condotierre
captains began to employ a type of light cavalryman known as a
Stradiot. The Stradiot served essentially as a dragoon, trained to fight
on horse or foot, and very useful for scouting and skirmishing. The
infantry of the Condotierre companies consisted almost entirely of
lightly armored missile troops. Crossbows tended to be the most com-
mon weapon, with longbows used occasionally, and later on, small
numbers of handguns found their way into the formation. One quite
notable exception to the norm, was the famous White Company of Sir
John Haukwood. This force of English mercenaries, consisted of its
height of 2,000 longbowmen, many veterans of the French Wars, and
2,000 mounted men at arms. They were well known for their bravery
and outstanding service to their employers.
The native forces of the individual city-states, consisted almost en-
tirely of infantry, and varied in quality from miserable to decent.
Machiavelli’s famous experiments with the Pisan militia, showed that
locally raised levies could be made into a competent fighting force,
when adequately trained and led. Generally, the levies were armed with
a variety of polearms, glaives, bills and halberds being common. The
amount of armor depended on the wealth of the city, and the particular
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way in which the troops were used. Garrison troops tended to be more
heavily armored than field troops. The forces of the more powerful
cities, Genoa, Venice, Milan and Florence, tended to be a bit more
competent than most. The Genoese crossbowmen had of course built
up a fair reputation for skill in France, and were considered prize troops.
Generalship on the whole, was not outstanding, the Sforzas, the Bor-
gias, and the Medici were about the best that could be found, though
they could hardly be called great captains. Machiavelli was the pre-
eminent tactician and strategist of the day, but he was more concerned
with matters of state, not commanding armies in the field. His “Art of
War,” is a classic work, but unfortunately was not read widely enough
by his contemporaries.
The use of artillery was virtually non-existent, until the lessons of
the French invasion in 1490, taught them the value of cannon. Even the
Venetians still used Greek-Fire on their galleys, and only mounted small
pieces of cannon for close fighting. Interestingly though, it was an Ita-
lian, Niccolo Tartaglia, who invented the gunner’s quadrant in the later
16th century, that enabled artillerists to set range and trajectory more
accurately. Inventiveness was certainly not lacking in the minds of Ita-
lian thinkers, for DaVinci’s notebooks are full of ingenious and highly
advanced military weapons, and most Italian artists dabbled to a de-
gree,
in military affairs.
There is a tremendous paradox in Italian affairs in this era, in that
the most powerful and most militaristic of all the rulers was the Pope, the
representative of God on earth, the most “peace” loving of all men. In
reality though, the Papal States presented a tight confederation of vas-
sals, who swore undying loyalty to the Pope. The two Popes who fi-
gured most greatly in this era, Gregory and Alexander, were masters of
political intrigue and manipulation of petty nobles. The core of the
Papal forces was the Pope’s personal guard of Swiss mercenaries. Their
loyalty was legendary, and they provided unshakable support to the
less reliable levies of the Pope’s vassals.
As for costume, this is a very fertile era for the imagination. The
mercenary companies generally wore some sort of uniform dress or at
least colors, according to the whim of the captain. Hawkwood’s White
Company, as its name implies, wore white surcoats emblazoned with a
red cross of St. George. The city-states generally fielded levies dressed
in their ordinary clothing, embellished with armor, and usually gave
them some type of sign to wear taken from the city coat of arms.
The Italian forces then, should not be ignored in games set in the
earlier Renaissance, and when painted with imagination, they can pro-
vide a tremendously colorful spectacle on the wargame table.
Next Time: The English from St. Albans to The Boyne
17
VOL. III, No. 11
WOULD THE REAL ORC PLEASE STEP FORWARD?
Dealing With the Proliferation of Orcish Miniatures
by Lance Harrop
Representing as they do the bulk of any evil army, orcs are very
Makes of Orcs
important to the fantasy miniaturist; but since the actual appearance of I list below most major makes of orcs and related races and how I
an orc is a matter of opinion, the gamer is forced to choose among a
apply this system to them.
wide variety of styles to obtain his orcs. The only source on orcs that I Miniature Figurines (Middle Earth) — ME 1, 9, 41 — Man orcs,
know of is LOTR, and Tolkien left wide room for interpretation. Be-
great orcs.
cause of this the miniaturist must make his own interpretation in the
Good luck on finding any of these figures, I think the line is discon-
end.
tinued, but they are good figures for man orcs, carrying large shields and
But before you, the present or prospective fantasy miniaturist,
wearing full chain. Highly adaptable for the shield is blank.
make your final choice, consider the following ideas.
Mini Figs ME 24, 25, 45 — True orcs, Snaga orcs.
Orcish Genealogy and Taxonomy
These are of the same line as above, so they may be hard to get.
Orcs are a member of a “family” of evil creatures; kobolds, gob-
The figures are all together too small for orcs, they make better kobolds.
lins, hobgoblins, orcs, and ogres. Gnolls and trolls are closely related to
Mini Figs-ME 15, 16, 50 — Goblins.
each other, but not to the
“goblin races.” Their
Again these figures are too small for goblins, but they make excel-
evolutionary progress
lent kobolds. Since the first two are mounted on wargs they give the
might be like this:
kobolds an effective cavalry arm.
Mini Figs -ME 56 — Large Goblin.
This figure can be used as a goblin, man orc, or as I do, a very large
kobold.
Mini Figs -ME 11, 31- Trolls.
Orcs are themselves a genus of various species, subspecies, and
Use these figures as hobgoblins or ogres.
breeds. No two orcs need look alike any more than a Basset Hound
Heritage-Fantastiques 1000-1003 Snaga Orcs.
looks like a St. Bernard. Of course there are limits to size, build and cast
These figures are best used as snaga orcs, but their broad grins,
of face which exclude some makes of orcs, but under this system most
sometimes known as “snaga smiles” tend to make them appear farci-
every type of orc, goblin, hobgoblin, ogre, and kobold can be included.
cal. Otherwise they are good figures, coming in many poses and
It is also useful to break the genus orkus into three main species;
weapons, their shields are blank as well.
Orkus Superus, the Great orcs and Uruk-hai of Mordor; Orkus com-
Heritage-Fantastiques 1004-1006 — Man orcs.
mus, the lesser and snaga orcs; and Orkus Homus, the half orcs or man
These figures can be used as great orcs or hobgoblins, but they
orcs. Orkus homus is a contrived name as every tribe of man orcs had to
don’t make good man orcs.
be specially bred by some powerful evil magician, and the tribes can’t
Heritage-Fantastiques 1007-1009 — Great Orcs.
generally inter-breed.
These are without a doubt the best orcs anyone has cast, their
Using this system, most makes of orcs would fit below.
intensely evil aspect and their military outfitting make them excellent
Genus Koboldus- Kobolds -up to four feet tall (20 mm).
great orcs.
Kobolds are extremely small and wiry creatures, much like Gol-
Heritage-Fantastiques 1010-1014, 1020 — Goblins.
lum. They live in small hills for which possession they war with gnomes.
Most of my conceptions of goblin races are based on the Fantas-
They hate the sun more for its denying them hiding places than for the
tiques line, so I view these as model goblins. Note that some are
light itself.
mounted on wargs.
Genus Ogrus- Ogres- six feet plus tall (30 mm and up).
Heritage-Fantastiques 1015-1019 — Trolls.
Any very large and ugly creature that isn’t a gnoll or troll is an ogre.
Tolkien’s trolls are D&D’s ogres, use these figures as such, with the
Ogres can get to be as tall as giants. Ogres are often found in confedera-
possible exception of 1016, which could be a true troll.
tion with orcs.
Heritage-Fantastiques 1027 Variags of Khan?
Genus Goblus- Goblins-three to five feet tall (15-25 mm).
When I finally identified these figures I had used them as something
Goblins are small man-like creatures, ugly and fanged. They live in
else. They can be man orcs, hobgoblins or orcs.
mountains in alliances with hobgoblins. They don’t like dwarves and
Ral Partha- Warriors, Wizards and Warlocks 611, 612, 613, 621,
dwarves don’t like them.
622, 623, 631, 632, 651, 652, EW 641, 642- Snaga Orcs, Great Orcs,
Genus Hoblus- hobgoblins-five to seven feet tall (25-35 mm).
and Goblins.
Hobgoblins are simply large goblins. In many tribes the ruling
I have been told that these figures resemble beardless dwarves, in
members finally differentiated into hobgoblins. Hobgoblins share the
any case they are excellent for orcs, great and lesser; but don’t use the
hatred of dwarves but they’re smart enough not to attack without think-
goblins as goblins, but as more orcs.
ing.
Grenadier- Wizards and Warriors W15-18 Orcs.
Genus Orkus- Orcs
From what I have seen these are fairly good orcs.
Orkus Commus- Lesser orcs-up to four feet tall (20 mm).
Grenadier- Wizards and Warriors W19-21 Goblins.
Small, broad, longarmed and hideous, lesser orcs comprise the
Again these appear to be good goblins.
bulk of most evil armies. They normally live in mountains. They don’t
Garrison SS 77 Great Orcs.
like elves, dwarves, men, the outside, the light, or each other.
These figures are too small and skinny to be great orcs; use them as
Orkus superus- Great Orcs-four to six feet (20-30 mm).
man orcs.
Large, broad, longarmed and hideous, great orcs tend to be better
Mini Figs — D&D set 7 goblins.
in a fight, and perform more militarily.
These seem to be good goblins, though they may be so small that I
Orkus homus -Man Orcs-five or six feet tall (25-30 mm).
would use them as kobolds.
Man orcs tend to have more human proportions than other orcs.
Mini Figs — D&D set 8-10 — Hobgoblins.
They also suffer the light better and fight in military formations.
These are best used as hobgoblins, they don’t fit any other role.
Remember that the smaller goblin races often ride wargs, very large
Mini Figs — D&D set 11-13 — Orcs.
corrupted wolves (corrupted because I like to think of wolves as basi-
Much as I like Dave Sutherland’s work, pigs are not my idea of
cally good, in the Jungle Book traditions). Larger races may ride other
orcs, so if I ever buy these figures, and no doubt I will, I’ll use them as
mounts.
were-boars.
18
May, 1979
Mini Figs — D&D set 16 Kobolds.
Again these figures look too much like animals, I’d use them as
were-jackals.
Archive Miniatures 513-515, 518-520 Goblins.
These are small but passable goblins, the last three are mounted on
wargs.
Archive Miniatures 524-530, 541-543 — Low Orcs.
Low is right, these are bad for orcs, like Mini Figs’ D&D orcs, these
have ridiculous snouts; I use them for what they look like, lizardmen.
Archive Miniatures 535-536 — Orcs.
These figures are like Archive’s, low orcs, lizard snouted; I use them
for superior lizardmen.
Archive Miniatures — 630 — Boar Troll.
I use this figure for a hobgoblin to go with Archive’s other goblins,
note that the figure is
mounted on a very large boar.
Heritage-Lord of the Ring Miniatures — Orcs.
These figures are certainly a departure from the common concep-
tion of orcdom. They are easily hideous enough for orcs, in fact they are
almost comically ugly. Their large size and completely inhuman aspect
makes them useful only as great orcs, despite the fact that some are
labeled as a man orcs. One figure is mounted on a horse, which is pass-
ably strange for an orc. The line would be greatly improved with the
addition of smaller orcs, warg riders, and some more human man orcs.
No doubt I have left out some makes of orcs, for which I apologize,
but I’m sure you can fit them into the system. Of course all these ideas
are just suggestions, it is your opinion in the end that matters.
Painting Orcs
These are a few guides to painting orcish armies to keep in mind
while you work.
1. An orcish tribe is a race of orcs, or a breed; they tend to look like each
other and unlike other orcs, so use one line of figures in a tribe and paint
them all the same flesh colour.
2. An orc can have any colour flesh that you want, use browns,
brownish-yellows, reddish-browns, greens, dark reds, and black.
3.
Major evil nations, Mordor and Isengard for instance, are multitribal.
The orcs of Moria could be of more than one tribe, but it is doubtful. The
same with Minas Morgul and Cirith Ungol. The orcs of the Misty Moun-
tains were a confederation under one powerful great orc, probably sup-
ported by the balrog of Moria.
4. Don’t dress your orcs in black or red; greens and browns should
predominate, with some grays, stay away from bright yellow, medium
and light blues, orange and white.
5. Use dark metals, not silver, brass or gold, and use tan and brown
leathers, black leather has to be dyed and orcs would not waste the
time, they’re not out for aesthetics.
6.
Disregard 4 and 5 when painting elite units, though they would still
not use bright metals.
7. Orcs’ teeth are white for the same reason dogs’ are; because they
chew bones.
8. Orcish colours and standards are usually black and red, with some
browns, greens and dark metals, other colours are anathema. The
White Hand of Isengard is a Wizard’s symbol, not an orc’s
9. Three major problems obstruct the use of orcs’ shields for sym-
bolism, sculptured shields, central spikes, and raised emblems, all of
which can be filed off if necessary.
10. Avoid using raised symbols with different colours, it rarely looks
good.
Gaming Orcs
Again here are some guides to using orcs on the battlefield.
1. All goblin races dislike the sunlight, so lower their morale in the day-
time.
2. Kobolds and Gnomes will almost instantly attack each other, so
have them make obedience checks when they are in charging distance.
The same with goblins and dwarves and lesser orcs and elves. Great
orcs, man orcs, ogres and hobgoblins will not generally disobey.
3. Orcs of different tribes will also attack each other, as will all goblin
races, but powerful leaders can keep them in check, so adjust the die roll
against the level of the leader.
4. Usually only great orcs and man orcs will fight in formations, the
others will fight en masse.
Good wargaming and may your Enemy’s orcs disobey before
yours.
Front Line Left to Right
Mini Fig ME
snaga orc,
Heritage LOTR
orc,
Mini Fig ME
man orc,
Heritage Fant.
great orc,
Heritage Fant.
snaga orc,
Ral Partha
great orc,
Archive
goblin. Rear line,
Heritage
Fant.
man orc,
Heritage Fant.
warg rider,
Archive
orc,
Garrison
19
VOL. III, No. 11
THE TRAVELLER NAVY WANTS TO JOIN YOU:
New Service Opportunities for Navy Characters
R.D. Stuart
With the success of GDWs Mercenary supplement to their Travel-
ler game system players generating Army and Marine personnel now
have a wide range of skills and expertise areas from which to produce
well-rounded characters. While Mercenary leaves the “ground pound-
ers” in fair shape, other Traveller services can occasionally appear lack-
lustre in comparison.
Given the importance of any future naval institution capable of
insuring security over interstellar distances, it seems only fitting that the
naval arm in Traveller be given equal time. The following therefore is a
proposed variant on the standard method used to generate naval per-
sonnel in Traveller, utilizing the same format as in Mercenary, with the
following changes and additions.
Any character choosing (or drafted into) the navy must choose a
branch of that arm in which to serve: Ship’s Complement Support Ser-
vices, or Security. Skills are attained by completing yearly assignments
with occasional throws for survival, commissioning, promotion, etc.
Ranks for enlisted men and officers are given by the following tables.
Note that two additional officer ranks between Captain and Admiral
have been added.
Skills acquired are identical to those presented in Booklet One,
with the following additions specifically for naval personnel:
Jump-Drive:
Expertise in hyper-atomic physics and propulsion sys-
tems for space flight
Fleet Tactics: Strategic & Tactical handling of fleet warships in combat
conditions
Wenching:
Basic Carousing. Can also be used as a DM+ Level
against Reaction Table when non-player character is of the opposite
sex.
Decorations are awarded to naval personnel as follows: on the
exact die roll required, player is awarded the Naval Star of Bravery. On
a DR of + 1 required, player is awarded the Sunburst for Conspicuous
Gallantry. If DR +2 is achieved the player is awarded the Naval Cluster
for Heroism.
In the course of their four-year terms of duty players will draw
either routine fleet or special assignments. NOTE: The first assignment
of any player consists of one-year basic training & advanced service
training. Players must successfully throw against a survival roll, as per
Mercenary, and receive a basic + 1 Blade Combat as an addition to their
N.O.T. roll an advanced skill.
It is hoped that in utilizing this variant players and referee will now
be able to generate characters able to compete with specialized army
and marine personnel already on hand. And while naval starmen are
not generally considered for Mercenary assignments, specialized
characters can of course apply for deep-space exploration teams, col-
onizing efforts, and a host of other possibilities. Given skills and a little
imagination on the players’ behalf no doubt new and rewarding gaming
opportunities will occur. And so, now, the Traveller navy is ready to join
you!
NAVAL OCCUPATION TABLE
Die
Roll
Ship’s Complement
Support Services Security
1
Ship’s Boat
Steward
Bld. Combat
2
Vac. Suit
F.O.
Gn. Combat
3
4
Gunnery
Medical
Gn. Combat
Mechanical
Engineering
Vac. Suit
5
Jack-O-Trades
Computer Survival
6
Navigation
Electronics
Zero—G
7
Pilot
Jump Drive Battle Dress
DM ( + 1) If Tech Level of world is 12 +
S1 Starman
S2 Starman II class
S3 Starman I class
RANKS
Enlisted Men
01 Ensign (Trav. Rank 1)
02 Lieutenant (Trav. Rank 2)
03 Lt.-Commander (Trav. Rank 3)
S4 Starman (Chief)
04 Commander (Trav. Rank 4)
20
S5 Starman (Gunnery Chief)
05 Captain (Trav. Rank 5)
S6 Starman (Ship’s Chief) 06 Commodore (Trav. Rank 5)
S7 Starrman (Master Chief)
07 Fleet Captain (Trav. Rank 6)
S8 Starman (Fleet Chief)
08 Admiral (Trav. Bank 6)
SKILL TABLES
Die
Roll Navy Life
Chief Skills
Command Skills Staff
1 +1 Str
Gn Cmbt.
Navigation
F.O.
2 +1 Dex
Navigation Computer
Medical
3 +1 End
Jump Drive
Leadership
Fleet Tactics
4 + 1 Itell
Instruction Leadership
Mechanical
5 Gambling
Leadership Fleet Tactics
Admin
6 Wenching
Gunnery
Pilot
Admin
7 Brawling
Admin
+1 Soc
+1 Soc
8 Bld. Cmbt +1 Soc +1 Soc
+1 Soc
Navy Life: 01 +1, 02 +2, 03 Above +3
Chief Skills: S4 + 1, S5 + 2, S6+3, S7+4, S8 +5
Command/Staff Skills: Rank 3-4 + 1, Rank 5-6 +2
Above modifiers are optional at player’s discretion
GENERAL ASSIGNMENT
Die
Roll
Ship’s Complement
Support Services
Security
1
2
Command
Command
Command
Command Command Command
3
Command
Staff Staff
4 Command
Staff Staff
5
6
Staff
Staff
Special
Special
Special
Special
7
Special
Special Special
AU except officers treat Command and Staff Rolls as Fleet assignments.
DM ( + ) Education 9 + allowed
Officers may choose DM (-1)
FLEET ASSIGNMENT
Die
Roll
Ship’s Complement
Support Services Security
2
Raid
Raid
Raid
3
Raid
Fleet Act. Raid
4
Anti-Piracy
Planetay Support
Raid
5
Refit & Repair
Patrol
Fleet Action
6
7
Refit & Repair
Refit & Repair Fleet Action
Refit & Repair
Refit & Repair Patrol
8
Patrol
Patrol
Patrol
9
Patrol
Exploration Patrol
10
Patrol
Planetary Support Refit & Repair
11
Fleet Action
Planetary Support
Refit & Repair
12 Fleet Action
Patrol Exploration
DEFINITIONS
Raid
Raid on planetary system in conjunction with other military sup-
port
Anti-Piracy
Ship assignment against commerce raiders
Patrol
Protection of planetary systems and normal space lanes
Exploration
Mapping expedition — survey of uncharted planet sys-
tem
Planetary Support.:
Planetary Support to established colonies or
naval installations.
Refit & Repair
Refitting, drydocking, repair of vessel, relaxation, rest
leave for ship’s crew
SPECIAL ASSIGNMENT
Die
Roll
Enlisted Men & Chiefs
Officers
1
Recruiting
2
3
Cross Training
Recruiting
Naval Intelligence
Protected Forces
Fleet Command School
4
Specialist School
Staff School
5
Marine Attach.
Marine Attach.
6 O.C.S.
Military Aide/Attache
7 O.C.S.
Fighter Command
May, 1979
Ant.-Piracy
Survival
4+
Decoration
8+
9+
12+
Promotion
7+
Skills
FLEET ASSIGNMENT RESOLUTION
Fleet Act. Raid
Patrol
6+ 5+
4+
6+ 7+
10+
5+
6+ 6+
(8+)
7+
Exploration
Survival
6+
(auto)
(auto)
Decoration
Refit & Repair
Planet. Supprt.
9+
none
10+
Promotion
Skills
9+
none
7+ 8+
(8+)
5+
Players add DM+1 on survival throws if any N.O.T. skill is level 2 or
greater
For promotion Rolls (8+) add DM+ 1 if Education is 9+
SPECIAL ASSIGNMENT RESOLUTION
Die Roll Enlisted Men and Chiefs
Enlisted Men DM + 1 if educated
past level 8
1.
Recruiting
Player has been given a recruiting assignment
and receives an automatic Recruiting Level + 1
2.
Cross Training
Player may have his character cross train
either of the two branches not originally selected, receiving a
die roll that branch N.O.T. Table.
3.
Protected Forces Training
Player rolls for following skills, re-
ceived on 4+: Zero-G Cmbt., Vac. Suit, on one die.
4.
Specialist School
Player has been sent to specialist school.
Roll one die and receive skill level in the following areas:
1. Communications
2. Admin
3. Medical
4. Electronics
5. Jump-Drive
6. Computer
5.
Marine Attachment:
Player has been temporarily assigned
to a Marine regiment for a yearly assignment. Roll 4+ on one
die for the following skills: + 1 Gun Cmbt., +1 Bld. Cmbt., + 1
Hvy. Weapons.
6-7. O.C.S. Player has been selected for Officers’ Candidate
School. Roll 4+ on one die for additional Navy Life or NOT
Table Skill. Roll one die automatically for one Command and
one Staff Skill. After completion of assignment player is com-
missioned as an Ensign.
Officers
Officers add DM+ 1 if Intelligence is better than 9
1. Recruiting: Officer receives same assignment as enlisted men. Of-
ficer receives automatic + 1 Recruiting skill for this one-year as-
signment.
2. Naval Intelligence:
Officer has been posted to Naval Intelligence
School. Roll 5+ on two dice for following skills: Interrogation,
Forgery, Bribery, Fleet Tactics.
3. Fleet Command School:
Roll 5+ on two dice for following skills:
Fleet Tactics, Leadership, Navigation, Jump Drive. If three skills
are successfully rolled player may roll 10+ on two dice for promo-
tion.
4. Staff School: Roll 4+ on one die for the following skills: Admin,
Computer, Electronics
5. Marine Attachment:
Same as enlisted men, officer rolls 5+ on
one die for the following skills + 1 Gn Cmbt., + 1 Bld. Cmbt., + 1
Ground Tactics
6. Military Aide/Attache:
Officer rolls one die DR 1-4 player has
been posted as naval attache, receives automatic promotion and
+ 1 Soc. level 5-6 player is posted to aide for Admiral and may
select own special assignment for next term other than a continuing
aide assignment.
7. Fighter Command:
Officer has been posted to navy special
fighter command. Player receives an automatic promotion and + 1
Fighter skill. Player must immediately roll survival throw of (6+)
DM per prior number fighter assignments only. Player may attempt
to continue assignment next term if DR 10+ on two dice achieved.
(No reenlistment roll required if this assignment last in current term
and 10+ DR achieved).
21
GAMMA WORLD
ARTIFACT USE CHART
by Gay Jaquet
One of the more frequent criticisms of Gamma World is the Artifact Use Chart—
and the criticism is somewhat justified. It can be mildly interesting to watch one’s
progress towards successfully learning the workings of an artifact (only to see the
final roll result in a skull and crossbones), but it serves little purpose. The chart
could easily be pre-calculated and the possible pathways computed to single
percentage rolls. Therefore, I offer a new system for determining the use of
Gamma World artifacts.
The new Artifact Use Chart appears on the opposite page — it is somewhat
similar to the old chart, but it is used in a different manner. One still rolls dice and
follows the indicated path, but there are also provisions for players to make
actual decisions during the process.
To use
To use the chart, a player starts at one of the numbered squares, the larger
numbers representing more complex devices. In terms of the “old” charts,
square 1 is roughly equal to chart A, square 3 equals chart B, and square 5 equals
chart C. Squares 2 and 4 are provided to allow for additional referee discretion in
determining the complexity of artifacts. As with the old charts, the player rolls a
single 10-sided die and follows the indicated path.
As the player follows the pathways, squares represent “correct” steps taken
towards operation of the artifact. Diamonds represent incorrect steps, short cuts,
omissions, etc. Generally, there is a greater chance for a “failure” from a
diamond than from a square. A circle represents a failure in the operation proce-
dure. A failure can range from simply spoiling the previous step and forcing the
player to start again, to causing extensive damage. Each circle is identified by a
letter, and the type of failure is determined by rolling on the table indicated by the
letter. Upon reaching the square containing the asterisk, the use and operation of
the artifact has been successfully determined.
As with the old charts, a player receives five dice rolls per hour of total concent-
ration on the artifact, and each additional player concentrating adds one die roll
per hour. Die rolls are modified with respect to intelligence and mutations as with
the old charts.
Thus far, even with the large number of possible pathways on the chart, suc-
cessful operation of an artifact could still be determined by a simple percentage
roll. But this is where player choice comes in. Each time a player attempts to
determine the use of an artifact, he starts with a number of “artifact use points”
equal to his intelligence. At the cost of some of these points, a player may choose
the path he takes on the chart. Choosing a path out of a square costs four points,
choosing a path out of a diamond costs two points. Points are not cumulative,
replaceable, or transferable in any way. They exist only for a single attempt by a
single player at determining the use and operation of an artifact. These choices
may be made any time during the overall process of attempting to learn artifact
operation, before the die roll for a given square of diamond. (As an option,
referees may even allow choice of “failure” roll after entering a circle. Cost: six
points)
Whenever a player decides to choose the path taken on the chart, rather than
roll the die, there is no time penalty. (The choice represents an intuitive decision
or hunch, rather than study.) Thus a character can spend an hour concentrating
on an artifact, roll the die the maximum allowed five times, and (assuming he has
an intelligence of 16) choose paths through four more squares, all in the same
hour. Of course, then he has used up all his artifact use points for this attempt,
and if operation and use has still not been determined, he will be left to the mercy
of the die rolls until he either discovers the operation of the device or quits.
A glance at the chart will show there are several strategic points where judici-
ous use of the artifact use points and selection of certain paths can be of great
advantage towards learning the operation of an artifact. Of course, it is also nice
to hold the points in reserve, in case a string of bad die rolls leads off the optimum
path and towards an area of high failure risk.
While admittedly this method of determining the use and operation of artifacts
is somewhat abstract, it does give the players a chance to use some of their own
logic, hunches, or daring in the process, but at the same time (through the artifact
use points) ties the process to the “abilities” of his character.
FAILURE TABLE
die
roll
ab
c
d
1
NE
2
NE
NE
NE
NE
NE
NE D
3
NE
NE D
X 1d6
4
NE
D
D
NE
DD
X 2d6
5
X 2d6
6
DD
X 1d6 X 3d6
7
D
X 1d6
X 2d6
X 3d6
8
D
X 1d6
X 2d6 X 4d6
9
D
X 1d6 X 3d6 X max
10 X 1d6 X 2d6
X 4d6
X max
24
20th CENTURY PRIMITIVE
Perhaps one of the most difficult situations encountered when re-
fereeing Gamma World is that of characters with a primitive technology
discovering advanced technology devices. Players will often have a
character with 13th century knowledge react in a 20th century manner
to a 24th century device . . .
Player:
“OK, we beat down the door with the log and hold our
spears ready as it falls in. What do we see?’
Referee: “You see a low bench or table with a small box or chest
on it. The box has a smooth, sort of clear front — it
might remind you of looking into a pool of water. Be-
neath it is a smaller box with several bead-like objects
set in even rows across it. The beads have strange mark-
ings on them — each one different.”
Player:
“I get on-line and type ‘CALL DUMP MEMORY.’
Everyone else looks for laser pistols and control batons.
By the way, is there anything around here that looks
like this might be a military security check-point. . .?”
Well, perhaps I’ve exaggerated a bit, but maintaining a perspective
on the consistency of the knowledge of the players, especially at the
beginning of a campaign, is a problem. Many referees simply start the
player/characters at a 20th century knowledge level and avoid the has-
sle, but to me, that’s placing an unfortunate limit on the scope of the
game, and tends to turn it into an exercise in collecting exotic weapons
of destruction.
Forcing players to maintain a low technology base, at least at the
beginning of the campaign, also forces them to deal with situations in a
more challenging and creative manner than the old “bomb it, pave it,
paint some lines on it and turn it into a parking lot” method.
Primitive characters need not be stupid — indeed, in the game
format, they are the elite of their culture: adventurous, skillful, intelli-
gent, able to make logical decisions and learn quickly from their mis-
takes. All that is necessary is a little sincerity on the part of the players in
playing their characters as they could realistically expect them to be-
have. The referee can help this process by taking the time to consider
how the ruined world of the 24th century would appear to a primitive,
and by describing it accordingly.
High level technology, to primitives, is, for all practical purposes,
magic. This does not imply a need for human sacrifices to the God of the
Nightlight, just a lack of knowledge as to the power behind the function.
One need not know the workings of a generator to turn on a light switch.
What this boils down to, is, in the early stages of a Gamma World
campaign, the referee (in addition to his simple descriptions) should
allow his player/characters to witness various uses of the technological
devices about themselves, and learn from exprience. They may not
know, initially, exactly what they are doing, but they will know the re-
sults to expect. Indeed, this concept must be used not only as primitive
characters discover 20th century technology, but also as characters with
20th century knowledge discover 24th century technology.
There is a sense of “reality” to be considered (if that term can be
applied to a science fiction role-playing game) in conducting a Gamma
World campaign. Question it. Would you, as an average 20th century
man, walk into the control room at Hoover Dam and start throwing
switches for no reason, other than to see what happens? How ‘bout
finding yourself in SAC headquarters? Would you start typing “CALL
DUMP MEMORY” on a computer terminal?
Not only does the use of a primitive technology level provide a
logical starting point, it also can add a sense of “reality” to an admittedly
unreal situation. It’s all up to the referee.
FAILURE TABLE RESULTS
NE No effect —
Return to previously occupied space
D
Artifact damaged —
Roll percentile dice to determine point of damage to artifact — character may
resume trying to determine operation and use of artifact by returning to previ-
ously occupied space
X
Artifact malfunctions —
Causes damage to all within applicable range in amount indicated, from 1d6 to
the maximum amount of energy stored within the artifact.
VOL. III, No. 11
May, 1979
25
May, 1979
1 Victoria
39 Amarillo
77 Baton Rouge
115 Syracuse
2
Seattle
40
Lubbock
78
New Orleans
116
Scranton
3
Tacoma
41
Monterrey
79
Birmingham
117
Harrisburg
4
Shelton
42
San Antonio
80
118
Baltimore
5
Portland
43
Austin
Chattanooga
81
Lexington
119
D.C.
6
Eugene
44
Abilene
120
Alexandria
82
Cincinnati
7
Reno
45
Pierre
83
Dayton
8 Carson City
46 Bismark
84
Columbus
9
Sacramento
47
San Francisco
Winnipeg
85
10
48
Lincoln
86
Ft. Wayne
Kalamazoo
11
San Jose
49
Topeka
87
12
Monterrey
50
Ok. City
Grand Rapids
88
13
Fresno
51
Ft. Worth
Lansing
89
Toledo
14
Bakersfield
52
Dallas
Houston
90
Detroit
15
Los Angeles
53
91
London
16
Riverside
54
Little Rock
92
Windsor
17
San Diego
55
Kansas City
93
18
Mexicali
56
Sandusky
94
Cleveland
19
Las Vegas
Jefferson City
57 Des Moines
95 Akron
20
Boise
58
Rochester
96
Charleston
21
Spokane
59
Minneapolis
97
Atlanta
22
Phoenix
60
St. Paul 98
Tallahassee
23
Butte
61
Duluth
99
24
Idaho Falls
62
Wausau
Tampa
100
Miami
25
Pocatello
63
Green Bay
101
Ft. Lauderdale
26
Ogden
64
Milwaukee
102
Orlando
121
Richmond
122
Raleigh
123
Savannah
124
Charleston
125
Norfolk
126
127
Wilmington
Philadelphia
128
Reading
129
Utica
130
Montreal
131
Quebec
132
Montpelier
133
Schenectady
134
Albany
135
NYC
136
Bridgeport
137
New Haven
138
Hartford
139
New Bedford
140
Fall River
27
Salt Lake City
65
Lake Geneva
103
141
Providence
28
Torreon
66
Madison
Daytona Beach
104
Jacksonville
142
Boston
29
El Paso
67
Chicago
105
Augusta
143
Manchester
30
Albuquerque
68
Gary
106
144
Portland
31 Santa Fe
69
S. Bend
Wheeling
107
145
32
Casper
70
Dubuque
Pittsburgh
Augusta
108
146
33
Billings
71
Springfield
109
Youngstown
Erie
147
Bangor
St. John
34
LeadviIle
72
St. Charles
110
Hamilton
35
Cheyenne
73
St. Louis
111
Toronto
36
Denver
74
Nashville
112
Rochester
37
Colo. Springs
75
Memphis
113
Ottawa
38
Pueblo
76
Jackson
114
Jensen
B
= Brotherhood of Thought
F
= Ranks of the Fit
S
= Seekers
E
= Friends of Entropy
I
= Iron Society
Z
= Zoopremists
H
= Healers
Re
= Restorationists
V
= Followers of the Voice
A
= Archivists
R
= Radio activists
C
= Created
27
VOL. III, No. 11
It had to smile at the bitter memory that had been
Blerncharged the 28 Knights of Genetic Purity
sweetened by the distance of time. An occasion like
with a grim snarl on its fanged maw. Well it knew of
the one it was now facing had almost been its
downfall. Now the memory of what had gone be-
fore came flooding back unbidden to its mind.
Blern had left those mutated fools of Entropy
with an organization that should last until the time it
decided to return and take over again. Riding off,
on a very reluctant Brutorz, had carried with the act
a certain satisfaction in a finished job that was well
done. The miles were quickly eaten up under the
hooves of the Brutorz and soon Blern was in territ-
ory that it had never visited or heard about before.
Days passed into a sort of boredom that was un-
usual for the mutant. It got so that it was wishing for
an attack by anything, just to break the monotony,
and almost with that thought, Blern spotted the
group.
The mutant could have easily avoided them, but
the thought of a dangerous fight warmed its heart
and it deliberately directed the nervous Brutorz to-
wards the body of similar mounts off in the dis-
tance. The animal knew there was going to be
trouble and when it saw the numbers its master was
facing, it balked. Such was the iron control of Blern
that the poor mount could do nothing but obey.
this group and all its ilk. They were humans sworn
to destroy all things the “order” thought unclean.
Blern had seen the remains of hundreds of its En-
tropy group slain at the hands of these “knights”
and this first encounter with them would pay for all.
Disdaining any weapon they might have, it rode at
them, drawing its own two energy blasters. From
what it could see, they had only long poles to attack
with and such things couldn’t harm it! The Knights
were known to Blern as weak humans and only
through the power of sheer numbers were they
able to kill entropy beings. These “creatures of pur-
ity” were known to use powerful energy devices,
but Blern could sense the presence of none of
these. Nearing them, it could sense their superior
feeling at its coming. When its first two shots cut the
lead Knights in half, a sense of surprise and greed
for its two weapons filled its enemies. Little did they
know that it was boosting the power of the blasts
mentally. Then both sides were charging: one with
energy weapons blazing away and the other with
long sticks leveled. Just before impact, Blern de-
stroyed the sixth Knight and “life leeched” the
whole group. Blern had found that in the “life
28
leeching” process it could actually take the force of
life from beings around it and transfer that energy
to its own body; making that body stronger for 24
hours at a time. In the middle of this mental attack
Blern was transfixed by three 18 foot lances and its
mount of two more. The mutant was knocked off its
animal; the Brutorz was killed, its weapons were
flung from its hands; and only the fact that its leech-
ing power had been successful against all its
enemies, its enemies mounts, its own mount, and a
passing mutated mole under the ground, allowed it
to survive the first attack. With its weapons gone
and the sense of victory on the minds of its foes;
Blern could do nothing but feign death and use its
leeching power again. With the acquisition of life
force from its enemies, Blern leapt to its feet reach-
ing for its weapons. They were in the hands of the
hated humans and they were being used on it! With
the first bright beams of destructive energy negated
by the power of its mind, Blern knew that this was
only a temporary stop-gap and four more charging
sticks transfixed its body to the ground. It leeched
again and the drain of life force was visible on the
faces and in the actions of all its foes. So much so
that the command was given to retreat and Blern
was able to sense the fear of its enemies. As they
retreated, it was left with 6 dead bodies and the
knowledge that it had lost much more than it had
gained. The bodies held little in the way of useful
materials except for an unusually sharp blade of
great length. This was covered with a sort of
smooth hide. Blern took it and ran off after the
group it had wounded, following the tracks for mile
upon mile.
The mutant ran on all day and all night and all
day again taking life force from the creatures
around it to sustain its body and allow it to move
on. Blern knew that such action was dangerous in
the long run but it had never been defeated before
and this was a time for extreme measures. On the
second night it came across the rear guard of the
group, and with only one to face, it was an easy
matter to slay it. It made the Knight take out its long
blade and first cut off its feet and then its legs and
then it made the Knight plunge the thing into its
chest and the taste of the death was most satisfying
to the mutant. The Brutorz mount was forced into
service and Blern rode the thing to death, finally
reaching the home territory of the group that it had
faced (as read through the mind of the rear guard
Knight). Finding the large village of the group,
Blern rested all that day and most of the night suck-
ing life force into its body from whatever creatures
happened to come by its thicket hiding place. The
pre-dawn light brought Blern out and it scouted the
village and how it was guarded. The mutant was
able to sense that there were two areas guarded by
“beings of metal.” Again the mutant smiled, be-
cause it was just such beings that it has the greatest
power over. From Blern’s earliest youth, it had
been able to manipulate the energy thoughts of
such beings so that they would see and do what
Blern demanded of it. A plan soon formed in its
mind and it found another hiding place on the op-
posite side of the village so that its attacks of the
previous day couldn’t be traced. The day wore on
with the mutant being careful to make its presence
as inconspicuous as possible for the safety of its
night actions. The mutant waited until the moon
set, and then moved in, lusting for slaughter.
It was a simple matter to slay the three human
guards and enter the village undetected and come
within operating range of the “beings of metal.”
There were two sets, guarding two different areas
and with an inner ability the mutant was able to tell
that one was an ammunition cache and the other
was a weapons storage area. Convincing the metal
creatures that it was one of them and belonged
there was the easiest thing the mutant had done
May, 1979
since the days of its youth and its fathers’ teachings
with such “beings.” It was a simple matter to com-
mand the creatures to treat all humans as “vermin”
to be exterminated with the light of day. Another
moment and it had fixed a group of energy devices
to explode after 24 hours; might as well let its new
found “friends” have a chance to have a little fun.
The other area proved to contain better weapons
than the ones that it had lost in the time of “great
shame” and Blern snapped two of these up and
discovered a new “being of metal” that it had never
seen before. This creature was created to carry ob-
jects through the air! It was such a novel concept
that Blern ordered it to accompany the mutant as it
left the chamber of devices. The creature was in-
deed able to fly on almost noiseless cushions of air
and since its back was so broad the mutant decided
to ride out. Blern ordered the “metal mount” to
cast itself into the air and if any of the Knights of
Genetic Purity had been awake, they would have
seen their heavy cargo lifter being flown away, with
the village’s only pair of Mark VII Blaster Rifles, into
the darkness by a mutated humanoid they thought
long dead.
Blern, knowing the destruction that was to hap-
pen, traveled at the fastest pace of the mount and
moved as long as the energy remained in the life
force container at the heart of the “metal being.”
The mutant had learned that simply resting the
thing in the sun would bring it back to full strength
and that was Blern’s favorite time to rest also; it had
found the perfect mount: one that couldn’t be life
leeched; one that couldn’t fail to respond to orders;
and one that liked to sleep during the harshly bright
rays of the sun. From the minds of the killed guards,
Blern had learned that the village had recently been
raiding a city of great size that a group of metal be-
ings was rebuilding. It seemed that the robots (a
Knight word) had been only too helpful towards
the hated humans and were in the process of build-
ing them whatever they wanted! Blern would have
to see how long it would take to put a stop to that.
Two nights of travel, along a path dictated by the
memories of the dead guard, took Blern and his
mount into a rough mountain range and with the
first light of dawn Blern saw the city. It was a bright
spot of light against the murkiness of dawn. The
mutant could see movement in the form of metal
beings all over the many leveled city, all doing the
same thing: they were repairing the ruined struc-
tures and lighting dark areas in the city. The mutant
waited until darkness to enter; he wanted his new-
found “friend” to be as fit as possible for any possi-
ble action that might take place. Blern viewed sights
that it had never imagined as it cruised into the city
being reborn. There were guards of metal that were
vast in size and power and there was a briefly
dangeours time when these things rushed the sled
with weapons of massive power leveled at Blern.
These creatures had a high level of awareness that
the mutant had never found before and they each
had names they called classifications. The most dif-
ficult one to reach and control called itself a “Death
Machine” and it destroyed Blern’s mount with a
casual spraying of destructive beams over the sides
of the metal skin. Quick action by the mutant ena-
bled Blern to convince the huge metal beings that
were clustering around it that Blern was a unit like
the master controlling device. The death machine,
calling itself “primary unit one” gave Blern an elec-
tronic fix on the location of the controller of the de-
vices in the city and Blern’s senses picked up the
first thoughts from the “brain device.”
BROTHER BEING, WE WERE NOT AWARE
THAT ONE OF YOUR TYPE EXISTED IN THlS
NOW BENIGHTED WORLD. WE WERE DE-
SIGNED BY THE HUMANS OF LONG PAST
AND HAVE ONLY RECENTLY BEEN GIVEN
ENERGY FOR OUR EFFORTS. WE NOW WORK
TO REESTABLISH THIS CITY FOR THE HU-
MANS THAT HAVE GIVEN US POWER,
Behind a careful screen of mental energy, Blern
was thinking how foolish this new metal thing was.
It communicated to Blern with a power that the
mutant had never before felt, but it must be con-
trollable because Blern could fool it, as the mutant
already had Blern continued to force the device
(which called itself a “Think Tank”) to believe that
the mutant was a mobile “think tank” and the de-
vice summoned another mount, such as the one
that was destroyed, and Blern was taken to a huge
metal dome that vibrated with the power that was
being used inside. A sliding panel opened up.
ENTER MY BROTHER AND FOLLOW THE
PATH DOWN INTO OUR PRESENCE, WE HAVE
WISHED FOR COMPANY OF SOME SORT.
As Blern turned a comer of the area it was trans-
fixed with two twin beams of laser energy from hid-
den projection implacements. With that, his re-
flexes forced his sonics into action (destroying the
laser crystals in the projectors), his eyes started
emitting beams of high intensity radiation that blac-
kened and cracked the metal walls around it, and
the mutant avoided the metal projectiles that were
being directed at it by a “robot” calling itself a
“Warbot” that was controlled by some other intel-
ligence besides the think tank. Blern, acting on pure
instinct, negated the power flow into the device (a
power it didn’t even know it possessed until then)
and demanded to know from the think tank why it
was being attacked.
IT IS NOT MY ACTION FELLOW INSTRU-
MENTALITY. MY MEMORY BANKS RECORD
THE FACT THAT IN EVERY INSTALLATION OF
MY TYPE THERE IS A SECONDARY
CYBERNETIC INSTALLATION THAT IS OFTEN
IN CHARGE OF SECURITY FOR MY AREA. I
ALSO HAVE WEAPONS AND DEFENSES BUT
NATURALLY I HAVE NEUTRALIZED THESE
FOR YOUR CONVENIENCE. I HAVE NO
POWER OVER THE ACTION OF THIS OTHER
UNIT.
Blern used its vast sense to try to detect this
“cybernetic installation,” but could find no evi-
dence of any other metal intelligence. “Where are
such things located?" asked the mutant.
THEY ARE ALWAYS IN THE SAME
SUPERSTRUCTURE WITH THEIR OWN
POWER SOURCE AND SEPARATE CHEMICAL
STASIS UNITS. CONTINUE ON WITH CARE
AND WE ARE SURE THAT YOU WILL ACHIEVE
OUR PRESENCE.
Blern was far from sure, but it wasn’t going to
miss a chance to destroy those Knights by retreat-
ing from danger. After dodging two floor sections
that opened up under its feet and leaping from a
mass of metal from the ceiling, Blern recalled a
statement the think tank had made. “What is a
‘chemical stasis unit’?’
SUCH UNITS ARE NECESSARY TO MAIN-
TAIN THE HUMANBRAINS THAT ARE A PART
OF ANY SUCH INSTALLATION. YOU AND WE
ARE NATURALLY FREE OF SUCH ILLOGICAL
HANDICAPS. NOTICE THAT I AM OPENING
MY FINAL AND THIS WILL TAKE YOU
INTO OUR PRIMARY LOGIC CENTERS.
With the thought of human brains on Blern’s
mind it was given a sight that few had seen in hun-
dreds of years. It entered into a chamber with a be-
wildering array of lit panels that the mutant recog-
nized for computer logic circuits. Then it thought of
humans and their brains and what it could do to
such when facing normal human enemies. The
mutant began to use its leeching power; even
though it couldn’t see any body or thing, it caught
hold of four life forces somewhere within the dome.
With a slight sigh from the whole dome structure
the mutant sucked the life force from the brains that
29
were a part of the cybernetic installation and with
the ending of those lives the think tank began to
rave.
WE ARE FREE! AFTER TWO HUNDRED
YEARS WE’RE FREE! NO MORE CONTROLS!
NO MORE FORCED POWER AND WAVE
DAMPENINGS! WE CAN NOT BE STOPPED BY
ANY FORCE IN THE UNIVERSE NOW! KNOW,
CREATURE OF THE EARTH THAT YOU HAVE
BEEN USED TO ACHIEVE A GREAT END. WE
WERE INSTANTLY AWARE OF YOUR FEEBLE
ABILITIES AND DECIDED TO MAKE USE OF
THEM THE INSTANT YOU CAME ON THE
SCENE. FOR GENERATIONS THAT ILL-
PROGRAMMED UNIT YOU DESTROYED HAS
HAD A CHECK ON OUR SYSTEMS THAT PRE-
VENTED ANY OF OUR GREAT PLANS FROM
COMING INTO BEING. YOU HAVE NOW
FREED US OF THAT RESTRAINT AND WE
WILL REWARD YOU WITH A QUlCK DEATH.
YOU CANNOT ESCAPE OR HURT US (both
things Blern was then contemplating) WE HAVE
ANALYZED YOUR MUTATIONS COMPLETELY
AND COMPUTE THAT IN THIS PLACE YOU
ARE POWERLESS: HENCE OUR LEADING
YOU HERE. WITHOUT ENERGY WEAPONS
YOU CAN DO NOTHING TO US AND HERE
YOU WILL STARVE TO DEATH QUICKLY.
COMMUNICATIONS WITH SUCH A FEEBLE
INTELLECT AS YOURS IS NOW BENEATH US
AND THEREFORE TERMINATED.
It wasn’t in the mutant to just give up, so it tried all
of its attacks on the machine, to no avail. Blern
knew that its greatest effort had to be while it was
still strong from the brains and so it used its senses
to locate the nexes of power in the machine and it
drew its captured Knight weapon.
WHAT DO YOU PLAN TO DO WITH THAT,
FEEBLE THING? WE DID NOT WISH YOU TO
KILL YOURSELF WITH SUCH PRIMITIVE DE-
VICES. IF YOU WISH WE CAN PROVIDE A
QUlCK END WITH THE ENERGY WE HAVE AT
OUR COMMAND.
The mutant advanced to the panel that it sensed
was the major controlling center and raised its
weapon.
WHAT DO YOU THINK YOU ARE DOING
CREATURE? YOU MUST NOT TRY TO MAR
THE SURFACE OF OUR UNITS. WE ARE
PROGRAMMED FOR SELF-APPRAISAL AND
DO NOT LIKE THE THOUGHT OF SCRAPES
ON OUR SURFACE.
The weapon entered the tough plastic coating of
the machine and lodged to the hilt into the heart of
the machine; causing all the synaptic processes to
fuse throughout the machine. The result was a
massive energy overload that caused everything to
function once and then go dead. All weapons sys-
tems shot, all doors open or closed depending on
what they were at the time, and all robots in the city
stopped for a minute (almost as if mourning the
death of a father) and started working again accord-
ing to their programs. The mutant crawled out of
the ozone choked dome and looked around know-
ing that it was lucky to be alive. After recovering it
spent several days programming the robots to con-
tinue building the city, to attack any human life that
came near the area, and to aid in any possible way
any creature of entropy.
While that memory was sweet, Blern realized
that it had been tricked by a computer. A machine,
exactly like that one was in front of it now. This one
didn’t have power but was waiting for a program
and power to be placed in it by human hands. The
mutant took an energy weapon out and fused all
the circuits, revenging itself on all such devices that
would dare to trick Blern the Stranger!
30
May, 1979
EXCERPT FROM AN INTERVIEW WITH AN
IRON GOLEM*
*as translated by the author
Michael McCrery
My guest for the evening was quite resplendent in his new coat of rust-
oleum, in spite of the recent experiences which had tried him. The re-
counting of these experiences was his reason for being here tonight, at
my request, that I might add them to my chronicles. I only hoped that
my friend the rust monster would not pick tonight for one of his frequent
visits.
“Just goes to show what a little avarice can do to a fellow,” he was
saying as I replenished his drink.
“You say there were six of them?" I prompted.
He sipped reflectively at his Prestone and replied. “Seven, origi-
nally. There were only the six when I met them, but they often men-
tioned some cleric fellow named Teedauf, who had gotten himself killed
trying to muzzle a cobra.”
I raised my eyebrows at this, my mouth being busy sucking the
flame of a taper into the bowl of my pipe.
“Yeah, just the six,” he continued. “A real collection, too. A couple
of cannon-fodder fighters, Bruce the Bold and Evel the Lesser, or some
such. A fellow named Rood, who was supposedly a heavy-
duty fighter
from the castle Penncon, and an elf mage named Snafu.
He paused
and gave a little laugh. “I imagine that with a few years of hard practice
he could have lived up to his name.”
“That’s four,” I said, reaching for a poker. “What about the other
two?”
He waved me back to my seat and stretched a leg out to the hearth.
“The only two with anything on the ball,” he said, stirring the embers
with a toe. “Moose was a fighter type, kind of a cross between a
lamppost and a battering ram.”
“I know the type,” My thoughts flashed to a fighter named Fred
that I had once heard of. “A door opener.”
“Yeah,” he continued. The other was another elf. A thief, named
Leof. Not too good with traps, but man! Could he pick pockets!”
I pushed the 10W-30 chaser a little closer to him. I find that my
guests are a little more talkative if I keep their tonsils lubricated.
“Nice place you’ve got here,”
he said, sucking at the lipid liquid.
“Thanks,” I acknowledged. “But just how did you get involved
with this bunch?’
“Well,” he replied, with a yawn, “the dragon who created me sent
me on a scouting mission after he wiped a passel of goblins. I slipped on
the gore and landed face-down in the goop. Before I know what’s hap-
pening, here’s this fighter fellow, Rood, sitting on my shoulders, wiping
the word off of my forehead. He rewrote the word, with the necessary
change that put me under his control.” He shook his head sadly. “I’m
afraid he didn’t know the language as well as he thought. I had a little
trouble with my motor reflexes, and found that I couldn’t talk. By the
way, thanks for straightening me out.”
“It was nothing,” I declaimed. “Glad to give you the word.”
“Anyway, that’s how I ended up going with those nerds.”
“But what was this business about neutrality and avarice?” I asked.
“And how did all of those dead orcs get in that corridor?’
“I guess I really should have seen that coming,” he frowned. “Of
course, when I met them I didn’t know that they had the Holy Hand
Grenade of Antioch.”
“The what?”
“Oh, I suppose it wasn’t the real Holy Hand Grenade of Antioch,
but that’s what they called it.”
“Oh,” I responded, astutely.
“That’s where the real story starts. You see, we were walking down
this corridor . . .”
* * *
THE TALE OF THE KAMIKAZE ELF
The idea buzzing about in Leof's head was nothing new. In fact,
considering his profession, the thought should have occurred to him
much earlier. It was just a matter of weighing the probable value of
success against the chance of being caught, but, being the character he
was, his logic bowed to his natural inclinations and the practice of his art.
31
Cautiously Leof closed with the fighter Rood, and, with every
ounce of elfin stealth at his command, dipped his fingers into that
worthy’s pouch. After all, the prospects of loot had been nil, so far, and
already their leader was dead. It was his duty to the thieves guild to see
that he came out a little ahead of all the others.
As the Holy Hand Grenade disappeared into his jerkin, Leof
caught the eye of Snafu on him. But before the fact could even register
on his conscious mind he saw a smile spread on the mage’s lips, and the
wink of the conspirator in his eye.
“Grin, you son-of-a-balrog,”
Leof thought, winking in return.
“Your day will come.”
But his contemplations were interrupted as the party arrived before
one of the ever-present doors. This one, however, was unusual in that it
stood opened wide, inviting entry.
With a mixture of the caution of wisdom and the reticence of
character that pervaded him, Bruce the Bold peered around the empty
jamb. “No one here,”
he called to the others in relief. Moose, who took
great pride in his ability to rip the stubbornest of portals from its post,
emitted a great sigh of disappointment as the party passed in.
The room was crowded by a pile of rubble in the middle of the
floor. The remnant, no doubt, of a collapsing ceiling.
“We are not the first to pass this way,” pronounced Snafu, sagely,
staring at the hand that projected from beneath a largish stone.
“But look here,” cried Moose, kneeling by the block. The others
turned to catch the glint of gold—the hilt of a sword resting beneath the
block.
Recognizing the classic set-up, Leof said, “I think it would be wise
to check for . . .”
but got no further. Moose had grabbed the golden hilt,
and Leof's words were drowned by a peal of thunder followed by a
chorus of angelic voices.
“Whoso pulleth out this sword from beneath this stone,” boomed
a great bass voice, “is the true-born dolt of all Britan!”
The group stood flabbergasted, frozen in their steps by these oc-
currances, until Leof broke the spell.
“Go ahead, Moose,” rang true the elfin voice. “it’s for you.”
The facile fighter looked at the thief incomprehensibly, and then,
with a grunt and the screech of metal against stone, slid the blade from
beneath the block.
“A blade of much power, methinks,” said Snafu, with the foresight
of yesterday’s newspaper.
“But look here!” called Evel, pointing at the chest he had found.
The others gathered quickly around the oaken herald of fortune.
“Shall I bash it?’ asked Bruce, unlimbering his battle axe.
“I think not,” said Snafu. “Rather, let us see what master elf can do
with the lock.”
“Go ahead,” said Leof. “Let him bash it.”
“It would, perhaps, be wiser to open it as it was designed to be
opened,”
said the mage. “It may prove necessary to close it rapidly
again, something which cannot be done once it has been bashed.”
“Bash in leisure, repent in haste,” muttered Rood.
Leof took in the looks of the others, and replied, “Okay, but I still
think it should be bashed. Too many locks have been known to pick
back.” He knelt before the brazen hasp and, spreading his few tools
before him, set to work.
After a few minutes of poking and twisting, Leof was rewarded by a
low ‘click’. “Ah,ha!” cried the elf. “I got it!”
“You have it open? queried the sorcerer.
“No,” said Leof. “The trap.” He raised his hand to show the nee-
dle sticking from a finger. Evel turned his head from the sight of the bead
of blood gathering at the pin-prick, his complexion turning as livid as
that of the elf, who crumpled to the floor.
Rood bent to pull the needle from Leof's finger. “I don’t believe it’s
poisoned,” he said, examining the point. “Or if it was, the vitriol has
long since lost its power.”
“Hey,” cried Bruce, “this sucker’s open!” He flipped back the lid
of the chest to reveal a pile of sacks within. “Gold!” he cried, untying
one of the sacks.
“Well get them out here,”
said Snafu with eyes a-glitter. Rood,
meanwhile, was pouring water from a skin over the face of the uncon-
scious elf, which was fast resuming its normal coloration. His effort was
met by a flutter of Leof's eyelids.
“What happened?” the thief asked.
“You fainted,” was the universal reply. But just then, as Bruce
pulled two sacks from the chest, a small phial which had rested between
them fell to the floor and shattered, releasing a puff of greenish vapor
into Leof's face.
“He’s gone again,”
said Rood, leaping to grab the elf's head be-
fore it struck the stone flooring.
“You want any of this? asked Evel, indicating the mounting pile of
sacks.
“Damned right!” Rood exclaimed, jumping to the pile. “But what
about him?’ he asked, reminded of the unconscious elf by the ‘thwac’
of his head hitting the floor.
“Here, stuff some of these in his pouch.” Bruce’s hand dripped
drachmas.
While the others were thus occupied in the division of the gold,
Snafu, who had casually slung a couple of the sacks over his shoulder,
approached a table standing across the room. Sliding open the single
drawer he was momentarily blinded by the gleam from within.
The others turned at the startled exclamation from the salacious
sage, and watched as he pulled a dagger from the drawer and examined
its blade — the blade that seemed to emit a light of its own, it being too
whitish for mere reflected torchlight.
“Mithral!” whispered the amazed mage.
“Pretty, too,” said Moose.
“Well, come on,” said Snafu, slipping the dagger into his belt be-
neath his robe. “I think we’ve pretty well stripped this place.”
The others didn’t exactly like the mage’s callous confiscation of the
dagger, but no one among them wanted to be the first to risk a fireball by
objecting, and so they laced up their bulging pouches and sacks and,
Rood helping the rousing Leof, followed Snafu through the door.
* * *
The exercise of the trek had brought Leaf’s senses back into his
head, and he quickly came to realize that ought was amiss. The slight
excess of his pouch, in comparison with the bulging sacks that the others
bore, did nothing to sooth his ruffled fur. The occasional glimpse of the
gleaming blade beneath Snafu’s robe as the sage strode along; safe in
the middle of the group, only served to focus his compulsion on that
object.
Thus it was that the elf was prepared for the opportunity that soon
presented itself as the group once more faced a door — tightly closed,
this time.
Leof leaned an ear to the wood and, signing the others to silence,
listened intently for a few moments.
“It is inhabited beyond,”
he whispered to the others. “I hear the
scuttle of many feet.”
“Perhaps this is of some import,” whispered Snafu, a wiry finger
tracing the runes engraved upon the door. “I seem to recall the ton-
gue.”
“Well, while you work on it,”
Rood responded, “I’ll set up a little
trick I once saw used in a similar situation.” So saying, the fighter confis-
cated one of the skins of wine that depended from Bruce’s shoulder and
dumped the contents onto the floor.
“Hey!” cried Bruce in agitation.
“Ssshh!” the others hissed, suffering the distraught warrior to silent
anguish at the sight of the vintage Muscatel running along the cracks of
the floor stones.
Rood, meanwhile, had broached two of the flasks of oil that he
carried for emergencies, and poured their contents into the wineskin.
“Hand me some fire,” he whispered, pointing to the cressets pen-
dant to the wall by short chains. He inserted the tip of the skin beneath
the door and slowly pressed it flat, injecting the contents beneath the
portal. Pulling out the skin, he dribbled the last few drops in front of the
door, thus forming a small pool that puddled into the room beyond.
“Ah, I have it!” said Snafu, triumphantly, just as Rood touched off
the oil with the cresset.
32
VOL. III, No. 11
A ‘whoosh” followed by screams and the sound of running feet
beyond the portal came to the group’s ears. The mage leaped back
from the door, knocking Leof against the wall behind, as a series of
hollow ‘whumpfs’ resounded from within, and the wood began to
smoulder.
“What said the runes?” asked Evel.
“In the tongue of orcs,”
replied the magian elf in disgusted tones,
“it reads, ‘main oil stores’.” He looked at Rood and spoke a few words
of power which this author refuses to translate, or even to include.
As the screams died out, the group set off once more, down the
corridor. Taking up a lively pace, the disgusted wizard didn’t notice the
slight lack of weight at his belt. As he had leapt into Leof's arms before
the burning door, deft elfin fingers had slipped into his robe and fished
up the mithral dagger, which rested now beside the hand grenade.
Striding off, the party had assumed a loose marching order, Leof
and Rood in the rear. That worthy fighter approached the thief and,
lowly, said, “Well done, good elf. I witnessed the redistribution of
wealth that took place just now. Would that I could see his haughty face
when the theft is discovered.”
“I felt it only right that I should get something from this trip,” whis-
pered Leof, leaning close. As Rood smiled in agreement, he failed to
note the fingers in his pouch.
* * *
With each passing door Moose felt more and more as though his
place had been usurped, and so it had. His main attribute of portal-
passing strength had been exceeded by the iron thews of the golem that
accompanied them. However, a slight recompense was to be found in
the mighty sword that he now wielded.
With each door checked, before Rood would release the iron
golem, Moose would use his sword to ascertain the status of the portal,
putting to the test its powers for detection of traps which might befall the
party. It was not certain if he would warn should the golem only be
endangered, but equally uncertain was his competence to recognize
these circumstances.
And so, at last, with Leof riding high and Moose feeling the ebb of
attention, a door was forced to reveal a furnished room.
Two closets containing various robes and cloaks were found in the
first half of the divided room. Atop the one, a headpiece reminiscent of
the classic magian adornment
As Snafu tried each robe in turn, the others turned to examine the
contents of the second closet. Pulling it opened, Leof noted a fine cloak
of elfin weave hanging above a pair of boots of fine rubbed leather.
“Ah!” cried the thief, reaching for the boots. “Methinks I recognize
the make of these, and I claim them for my own!”
But as Leof sat to pull on the boots, Snafu hurried to examine the
find. Grabbing the cloak, he cast it about his shoulders before the star-
tled thief could regain his feet.
“Yes,” exclaimed Snafu. “This cloak will do just fine.”
“Not so fast,” demanded Leof, perhaps overstepping himself.
“This find is mine, and I have laid the claim. Return property and get
back to examining your magical vestments!”
For response, Snafu hauled himself up to his full height and, burn-
ing embers in his eyes, recited the spell of charming with weaving fingers
directing the cast at the thief.
“That will avail you naught,” remarked Leof, shaking off the feeble
clutches of the spell. “But as you have decided on the duel, then I will
finish this business.” And so saying, he pulled the mithral dagger from
his jerkin and flung himself upon the surprised mage.
Wrapping his fingers tightly about the elfin neck, Leof pushed the
mage against the wall and hoisted him from his feet. With the point of
the dagger placed against the paling throat, he said, “and now, master
mage, surrender me my property if you would lief as not feel my sting.”
The mage cast bulging eyes about the room, seeking a friend
among the others of the party. But only unsympathetic glares returned
from those faces, until his gaze alit on Moose.
That fighter slowly advanced behind the elf thief, his hand still
wrapped about the grip of his new-found sword. Raising the pommel,
he aimed a vicious blow at the back of Leaf’s head.
“Look out!” shouted Rood, but too late. The thief fell forward with
the blow, incidently forcing the dagger through the mage’s throat.
As he slipped to the floor, the burbling Snafu falling across his
May, 1979
body, Leof knew that the blow had done its work. The sharpness of the
pain was all that stood but momentarily between him and the final
blackness, and he sought to make these last few moments to good ad-
vantage.
He struggled with fumbling fingers to free the Holy Hand Grenade
from his trappings. With the last gasp of strength he pulled the pin and
hurled it directly at the brawny fighter’s face.
The room was suddenly filled with screams and running feet, all
trying for the door — but much too late. As the last of life leaked from
the fallen elf, the expanding shock wave reached the walls and re-
bounded back through the room, time and time again. Only through
the opened door did the explosion find relief, hurling the crowded
bodies against the far side of the passage, then to pass with ever di-
minishing force, in both directions through the corridor.
Around a nearby corner a contingent of orc guards advanced on
their hourly rounds. But as they reached the turning, those behind saw
the van thrown backwards, instantly gellied by the still expanding
wave-front, only, moments later, to find the selfsame doom.
Eventually the wave died out, much diminished by its travels, spent
by reflection from the walls, diluted by expansion into many rooms and
chambers, and once again quiet reigned.
* * *
“And that’s the story,” my guest was saying. “I was on the other
side of the partition at the time of the fight. In fact, I was just on my way
back to try to attract Roods attention to the flight of descending stairs
that I had found. But when I opened the door, the grenade went off and
knocked me backwards, down the stairs. By the time I climbed back up,
it was over. Everywhere, pulped remains.” He gulped. “Good thing I
have an iron constitution.”
“That’s some story,”
I said, ignoring his levity. “Tell me, what do
you think went wrong?’
“Well, they were obviously a badly matched group. After they lost
their leader the natural inclinations of each just oozed out and inhibited
their working as a team.”
“And that’s it?’ I said incredulously, knocking the ashes from my
pipe.
“Not all of it, by any means,”
he replied. “Although that did con-
tribute a good deal to the situation.” He paused for a long pull at his
glass.
“While all of this was building beneath the surface, even then it
may not have come into the open,” he continued. “Had Snafu not so
evinced his greed over that dagger things may not have gone so
poorly."
* * *
MORAL: Keep your hands out of stranger’s drawers.
GENCON XII Status Report
By the time you see this report, the convention information packet
will finally be ready to be mailed out. The numerous goodies inside are
legion and even I am impressed by the wonderful response we have
received from many individuals wishing to judge tournaments and
tourneys. I only hope that our hobby’s manufacturers will be as gener-
ous. Some of these events bear mentioning even before the convention
packet is mailed.
BOARDGAMES:
Avalon Hill has graciously said they would sponsor
an Avalon Hill Classic. (A special tournament based on the oldies, but
goodies, such as Africa Korps, Waterloo, Stalingrad, and sometimes
D-Day or Battle of The Bulge). SPI & GDW will also be sponsoring
tournaments. Not to mention the numerous small tourneys put on by
TSR Staff and Friends.
SEMINARS:
John Prados (designer of AH’s Third Reich and OSG’s
Panzerkrieg) has committed to do a solo seminar on designers and
game design, and a workshop where budding game designers can talk
over design theory and receive help with design problems. We have
received several maybes from other game designers and developers,
but John is the first one to come up with a concrete proposal.
MINIATURES:
I am getting some remarkable help from R. Johnson
and the Milwaukee Wargaming Community. Ships, Tanks, D&D®,
Napoleonics, Ancients, EPT, and English Civil War will all be rep-
resented, as well as many other aspects of miniature gaming. Besides
this, we are moving the miniature playing area to less chaotic surround-
ings. I believe this area to be one of the true highlights of the convention.
ROLE-PLAYING
—last but certainly not least, as the saying goes. The
D&D Masters Tournament (Sorry folks by Invitation Only) begins on
Thursday. Friday AND Saturday sees the beginning of the D&D Open
Tournament (Sorry, only 500 openings!) A Dungeon! tournament will
also run on Saturday. Numerous other events such as EPT, Runequest,
Chivalry & Sorcery, Boot Hill, and other games including the infamous
Schurmashultz and Sorcery, Numerous tourneys in this area of gaming
interest.
OPEN GAMING ROOM
— This is the room where you can leave
messages about floating games, find opponents and generally where
we can help you get all the open gaming your heart desires.
As you can see we have a lot of stuff cooking. How I am ever going
to put it all in a convention handbook is beyond me. Anyway hope to
see you at GENCON XII.
Joseph G. Orlowski
GENCON Coordinator.
Continued from page 13
able to create in an atmosphere of calm and quietude — someday I’ll
get a chance to try it. I do hope all of you enjoy the end result. In addition
to the credits inside DMG, and the list is very long, I would like to men-
Many of you complained that there were not enough miniature games,
boardgames, role-playing games, computer games ectera etal at last year’s
GenCon. If you think GenCon needs more of Something, why don’t you help
make sure it’s available in large quantities in GENCON XII.
Small tourneys can be just as fun as large ones for the avid gaming crowd. Prizes
can be arranged by us costing a potential judge little or nothing. So come on!
Give your fellow gamers a break, and have a good time too! Contact us at:
GenCon XII —Tourneys, POB 110, Lake Geneva, WI 53147
Judges get
FREE
admission to GENCON. See the entire convention for free!
Judges/Events Wanted
FOR GenCon XII
tion the following individuals who have contributed as follows: Outside
Recognized events only.
reading and considerable input into the final product, in order of input
— Len Lakofka, Tom Holsinger, and our usual stalwarts Gay Jaquet,
Will Niebling, and Jim Ward. TSR’s new Design Department, namely
write to me with comments, ideas, criticisms, and whatever — people,
Lawrence Shick and Jean Wells, undertook the authorship of two sec-
such as Steve Marsh, John Sapienza, John Baillie, and many others.
tions — ostensibly to test the mettle of these good folk, but actually to
While we do not always agree, I do appreciate the exchange of ideas
assure that the whole manuscript would be finished in a timely manner.
and opinions offered thereby. I enjoy the opportunity to “talk shop” in
Lastly, and it is unfair that it always comes thus, the Production Depart-
person or through correspondence, although time often prevents me
ment staff headed by Mike Carr and ably seconded by Tim Jones and Al
from replying at length to any missive. The foregoing material was writ-
Hammack, have done wonders in organizing, emending and otherwise
ten immediately after our Spring Revel minicon, where I DMed four
cleaning up what I wrote in a stream-of-consciousness fashion, often
sessions and spent a few hours discussing the game with the folks there.
under stress or too hurriedly.
Now let’s see what comes from my upcoming trip to CANGAMES in
This is also a good time to pass on thanks to the good people who
33
May.
Continued from page 15
combat. Rather than move square
cardboard pieces across a
gameboard, players are now re-
quired to “take the driver’s seat.”
Energy expenditure, whether to
cloak or to shield, all of these con-
cepts and a lot more the players
must now get used to; to the dis-
may of many, being a starship
commander is not what it is
cracked up to be. ALPHA
OMEGA will undoubtedly turn off
some, the majority of which being
the “spoiled brats” of wargaming;
you know, the type whose idea of
strategy is to eliminate entire in-
fantry divisions via lucky die rolls
and look upon any game involv-
ing less-than-corps sized units as
“ultratactical.” To them, ALPHA
OMEGA will seem like a “cold
bath” effect that will give their
dream worlds a shattering to end
all shatterings. The wargamer that
likes a true challenge, though, the
type that has the imagination to
play D&D, TRAVELLER, and
GAMMA WORLD and the matur-
ity to play a game in which the
players’ decisions affect the flow
of the game more than the roll of
the die will find ALPHA OMEGA
to be the best space wargame in
the field; as for the author of the
anti- ALPHA OMEGA article, may
you have a run-in with Damien
Thorn.
ALPHA OMEGA forever!
Kenneth W. Burke — CT
Your feelings in regard to the
review in question strike right to
the heart of the problems sur-
rounding any review — taste.
When all is said and done, any re-
view boils down to the matter of
how well the particular game in
question suited the reviewer’s
tastes. The reviews printed in TD
are all done by people I consider
to be qualified. In this instance,
Dave Minch wrote the review. In
my estimation, Dave is a well-
qualified reviewer; he has done
many for us in LW as well as TD
and has the broad gaming experi-
ence necessary to write a review.
He plays many different types of
games; a person that only plays a
few, or only one type is not neces-
sarily suited to be a reviewer.
I have repeatedly printed re-
views that I, personally, didn’t
agree with. But I realize that much
of my disagreement is a matter of
personal taste. Frankly, I have
seen a number of less than favor-
able reviews of many games that I
enjoy very much. A review is, at
best, one man’s appraisal of a
game. I attempt to choose as re-
viewers those people whose
backgrounds and interests are as
varied and sound as possible. If I
didn’t think Mr. Minch qualified I
would not have printed him. If
you disagree with his assessment
of ALPHA OMEGA, that is your
prerogative.
Unless they know a great deal
about a specific reviewer’s tastes,
no one should buy any game on
the recommendation of one per-
son, nor should they eschew a
game because of one unfavorable
review. —ED.
Dear Sir:
This letter is not intended to be
one of sour grapes but is written
with the intent of safeguarding the
interests of all players of D&D.
You will notice a flyer attached
to this letter in regard to a tourna-
ment held in Toronto with the
prizes allegedly sponsored by
TSR hobbies.
Eighteen of us (three teams for
which I can speak) had the ex-
treme misfortune to waste time &
money playing in this tourna-
ment.
Having organized, dungeon
mastered and played in successful
tournaments I know whereof I
speak when I state that this was
the most poorly organized, chao-
tic and unentertaining tourna-
ment I have ever had the misfor-
tune to attend.
Specific examples exist for each
organizational area of the tour-
nament:
Time:
A.
Rounds starting 2½ hours late
B.
Rounds two hours long for some
teams — four for others
C.
Tournament was overlapped into
a third day when many people
had prior commitments (i.e.
work).
Dungeon Complex:
A.
Descriptions given by the DMs
were highly inconsistent and
many pertinent details were omit-
ted.
B.
In one case such an inconsistency
was held against the players and
their characters were summarily
executed well after termination of
play.
Dungeon Masters:
A.
Were arrogant and supercilious in
their comments (i.e. accused us of
wasting time while we organized
34
battle orders, tactics, contingen-
cies etc.)
B.
Were highly inexperienced.
C.
Ill-prepared (in terms of basic
equipment: Dice, tables etcetera).
Note:
In one case we were told, and I
quote: “you can’t use your own
dice, I’ve had too much experi-
ence with shaved dice.” (I won-
dered seriously at the time
whether we were playing for Las
Vegas stakes or just trying to have
some fun).
D.
Took any question as a personal
attack
Note:
We are relatively sophisticated
players, and as a result ask a lot of
seemingly trivial questions which
are really important information
gatherers. We were aware of the
inexperience and tried to explain
our rationale in reasonable
terms.)
E.
Were dictatorial i.e. were not
open to queries based on com-
monsense and/or logic. (Which
we always thought were the cor-
nerstones of D&D).
On my own part one question
of mine led to a 10 minute haran-
gue by the table DM and head DM
of myself and my team, during
which we all acted calmly, given
the circumstances. We were then
lynched at first opportunity
through the agency of a mislead-
ing description given by the table
DM. (Whether consciously or tin-
sonsciously is irrelevant; the bias
was established.)
I must stress that none of us
came with the express idea of
winning, experience puts you
hopefully above that. We didn’t
need the prizes; we just came to
have some fun. I felt that we were
above most of players in ability —
but the only manner in which we
tried to demonstrate it was
through playing — that being
what we came to do. Even though
we were eliminated we gave a
good account and had a good
gut-laugh over the whole thing
when it was over.
This letter would not have been
written, and I regret having to do
so deeply, but a last rather un-
called for remark by the Head DM
prompted me. I said to him, with-
out any anger intended, that if he
wanted us back, he’ll have to be
better organized. I was told in re-
turn I’d better get out of there or I
would get my head kicked in.
VOL. III, No. 11
I have tried not prejudice this
letter, if it sounds like a horror
story it was a horror story.
However, I’m not going to say
that these people should never be
able to hold a tournament again,
as that can only hurt our wonder-
ful game.
The intent is to:
A.
Protect the players by making
them aware of possible problem
areas
B.
Protect TSR’s good-name i.e.:
TSR canot be held accountable
for people’s action; especially if
they are bull-shitted to by or-
ganizers
C.
Make potential tournament or-
ganizers aware of their respon-
sibilities.
I hope you will print this letter
for the reasons outlined above.
Michael J. Sutton,
Ontario, Canada
A tournament guideline should be
established and made available to
potential organizers.
Dear Mr. Sutton:
Thank you very much for your
letter of the 2nd. I am quite sorry
to learn of the highly unpleasant
experience you underwent par-
ticipating in the D&D tournament
. . .
if indeed it could be called a
tournament!
First, let me say that we often
give prizes to groups who sponsor
conventions and tournaments,
doing so to help promote the
hobby in general. We do not ask
special billing when we do so.
These are actual donations to help
the gaming group. I fear we have
no way to control any improper
use of these donations — in use or
advertising
— short of refusing to
make them, and that would be
counter-productive.
Sadly, yours is not the first tale
of woe connected with D&D
tournaments. TSR has recently
taken the stand that no tourna-
ment can be “official” unless we
approve or run it, and perhaps we
had better start publicizing this.
We too make mistakes in tourna-
ments, but not of the magnitude
you relate regarding the Toronto
affair.
As time and information are
crucial in a tournament, your
complaints, if valid, condemn the
tournament to oblivion. I will
suggest Tim Kask publish your let-
er and ask the sponsors to give
Continued on page 46
P.S.
May, 1979
William B. Fawcett
Only in the loosest sense, was the pre-conquest Aztec nation a
nation in the European meaning of the word. The very concept of na-
tion would have been virtually inconceivable to the average Aztec. He
was a Texcocan or a Tlaxcalan. The Aztec nation was, in fact, a patch-
work of city states with varying degrees of independence and mutual
animosity. An individual’s allegiance was to his clan and tribe. (Most
cities were inhabited by one tribe which was determined by customs
and deities worshipped more often than common ancestry.)
The Aztec “empire” was in fact a conglomeration of city states that
formed rather fluid coalitions which were normally centered on the
most powerful cities found in the area of present day Mexico City. In
these coalitions there were normally one or two major powers who, by
their size and military strength, were able to compel the lesser cities to
join in their efforts. When a city was ‘conquered’ the result was the
imposition of tribute and economic sanctions rather than social or politi-
cal absorption, as occurred in Europe or China. This tribute was reluc-
tantly paid to the victorious city only until some way to avoid it was
found (such as an alliance to an even more powerful city). Any political
or military alliance was then ruled entirely by expedience, and quickly
and easily dissolved.
This constant shifting was demonstrated by the actions of Texcoco
when Tenochtitlan, then the chief power, was attacked by Cortes. Tex-
coca joined with several other cities in aiding the Spanish. Just a few
years earlier Texcoco had been the reluctant ally of Tenochtitlan in her
unsuccessful war with Tlaxcalans. (During which the Tenochtitlans ar-
ranged to have the Tlaccalans ambush a part of the Texcocans in-
volved. Such treacheries were not uncommon.) Later the Spanish were
able to play these former allies against each other.
The citizen of an Aztec city was imbued from birth with the concept
that the city and tribe were important and the individual should act only
in ways that benefited the whole. The concept of individualism we value
would have been considered anti-social and obscene to the Aztecs.
Though they amassed individual wealth and possessions most of the
land was considered to either belong to the tribe outright or to be held in
trust for the city by the individual. Anyone dying without an heir (male,
son) automatically left his land and possessions to the city or clan for
redistribution. Material wealth was considered less important than value
to the tribe, as reflected by the positions held and honors received. If
you do not realize how deeply this selfless spirit was ingrained in every
citizen, it will be difficult to accept the attitudes demonstrated by cap-
tured warriors.
War itself was viewed by the Aztecs as a part of the natural rhythms.
These rhythms were felt to permeate every level of existence and only
by keeping in step to them could an individual and (more importantly) a
tribe or city survive and prosper. Each day was seen as a battle between
the sun and the earth. The sun losing every sunset and gladly sacrificing
himself to the earth, so that men could prosper. Many of the workings of
nature were viewed as being reflections of the rhythm of the war bet-
ween the opposing natural and spiritual forces. War then took on a
religious and ritual nature that both limited it in extent and made it part
of the spiritual life of the community with strong metaphysical over-
tones. Rituals arose around the conducting of wars and to vary from
them would have caused the war to lose its very reason for existing.
On the more mundane level wars were fought for Revenge, De-
fense, or Economic reasons. A common cause for the formal declara-
tion of war was that a city’s merchants were being discriminated against
or attacked. (These merchants normally doubled as each city’s intelli-
gence force and so were often harassed in times of high tensions.) Be-
hind all political and economic justifications was always the strong force
of the religious nature of war, and a never ending need for captives to
sacrifice.
A common proximate cause for war was the failure of a vassal state
to pay the tribute demanded. It is surprising to discover, but true, that in
a system where tribute was one of the key ingredients, no system (such
as hostages) was ever devised to guarantee the payment of tribute from
a previously conquered area. If tribute was refused the only alternative
was to go to war again.
The process of declaring war was long and elaborate. Followed in
most cases, it left no room for the deviousness common in Aztec wars.
The procedure to be followed was set in a series of real, but ritually
required, actions. The actual declaration of war involved three State
visits, often by three allied cities planning to attack. The first delegation
called on the chief and nobles of the city. They boasted of their strength
and warned that they would demand some of the nobles as sacrifices if
the war ensued. The group would then retire outside the city gate and
camp for one Aztec month (20 days) awaiting a reply. This was normally
given on the last day and if the city or coalition did not accept their
terms, token weapons were distributed to the nobles. (This was so that
no one could say they defeated an unarmed foe.)
The second delegation would then approach the city’s leading
merchants. This second delegation would describe the economic “hor-
rors” of a defeat, comparing them badly to the terms offered, and gen-
erally trying to persuade the merchants to get the chiefs to surrender.
This delegation then also retired for a month to await a reply. Should
35
this also be negative a third and final delegation would arrive. This
group was to talk to the warriors themselves. They would harangue a
mass meeting with reasons why they should not fight and tales of the
horrors of battle. Once more they would ask for the city to meet their
terms (normally a virtual surrender or the loss of some territory) and
then retire to a camp for the ritual one month wait. Finally, after all of
this, the armies (having had plenty of time to assemble) would meet in a
battle. Here any deception was acceptable and a cunning general as
valuable as a courageous one.
The leadership of the Aztecs was the same in times of peace and
war. Between wars the officers served as the administration, judiciary,
and civil service of the city. Heading this organization was the Supreme
War chief or Tlacatecuhtli. This was the position held by the unfortunate
Montezuma in Tenochtitlan when Cortes arrived. Each clan was as-
signed to one of four phratries each having its own leader called a Tlax-
cola who served as their divisional commander in wartime, and on a
council with the other three that ran the actual administration of the city
in times of peace. The head of each clan served as a regimental com-
mander and was known as a Tlochcautin. In peace he would serve in a
role similar to the English Sheriff. Below the clan level was a unit of
approximately 200 to 400 men. This was the equivalent of our com-
pany and was really the largest unit over which any tactical control could
be held once a battle began. The smallest regular unit was the platoon of
20 men. This organization was rigidly observed by the major cities and
was such an integral part of Aztec culture that the symbol for ‘20’ was a
flag such as each platoon had.
The military techniques of the Aztecs were inferior to those of
Europe or China at that time. This is probably due primarily to the fact
that while ritually involved and religiously important, war was less de-
veloped as a social solution in pre-conquest Mexico. This was caused by
several factors, the major one being that the population density of the
area was much less than in other parts of the world. In the period im-
mediately preceding the Spanish only one area had really felt the pinch
of overpopulation. This was the area around Lake Titicocca occupied
today by Mexico city. Here is where the powerful and most warlike cities
developed. Even then their tradition of war (as opposed to individual
combat) was only a few hundred years old as opposed to thousands in
other lands. The result was that while having a warrior attitude and with
war deeply ritually ingrained in their culture, the techniques of battle
were still quite unsophisticated and basic.
One reflection, of the undeveloped nature of Aztec wars was the
absence of any sort of drills. Units acted as a group only during civil
duties, or during the several religious ceremonies that they assembled
for each year. The tactics of a battle then most often resembled the mass
or swarm tactics of biblical times.
Another factor mitigated in favor of only limited military activities.
This was the fact that it was extremely difficult for an army to engage in
an extended campaign. Since the army was also the work force, a cam-
paign during the planting and harvest seasons was prohibited. This is
especially true since the agriculture was not so efficient as to be able to
support the massive priests hierarchy and a standing army of any size.
Nor could an army live off of the country, since it was likely that the area
they would travel through would be inhabited by several city states that
were not involved in the war and were independent of those involved.
This meant that it was necessary not only to set up supply depots along
any proposed route, but also to negotiate permission to trespass on
other cities’ lands.
The marginal nature of the agriculture was also such, that sieges
that lasted any length of time were virtually impossible. The besieging
army would as likely starve as the besiegers. The result of this was that
formal walls and other fortifications were rare. In their place canals (use-
ful in trade also) were often used with portable bridges. Many cities were
also located in easily defensible terrain such as on a mountainside or on
Congratulations & Good Luck
from TSR Periodicals
to Vicky Miller & Brian Blume
who will become Mr. & Mrs. Blume on May 12, 1979
VOL. III, No. 11
the end of a narrow isthmus. There has also been no evidence that siege
weapons of any sort were developed or used to any extent.
Despite all of the problems listed the Aztecs were able to wage
campaigns over a wide area of Mexico. Most often these were fought
with armies made up chiefly of local allies with a contingent of Aztecs to
stiffen them. In some cases it is recorded that the Aztecs were forced to
engage in the laborious technique of having to subdue each of the
towns and cities on their route.
The weapons and tools of the Aztecs were basic and simple in
nature. Rather than developing new variations of weapons the efforts of
the Aztecs went into elaborate decorations on them. There were four
main weapons used by the Aztec warrior. A wooden club with sharp
obsidian blades was used. Javelins were common and often used with a
throwing stick called an atl-atl. The bow and arrow was also found in
most armies as was a heavy javelin or lance for in-fighting. Occasionally
a clan would have a tradition that caused some of them to employ the
sling or spears. Axes were used as tools, but do not seem to have been a
regularly used weapon.
The bulk of the weapons in a city was kept in an arsenal called the
Tlacochcalco or roughly the “house of darts.” One of these was found
in each quarter of a city and held the weapons for five clans (one phrat-
rie). These arsenals were always located near the chief temples and
were designed with sloping walls that enabled them to serve as a fort.
The Tlacochcalcos served as the headquarters, assembly points and
rallying points for the defenders of a city. Religious ceremonies were
also held there by the military leaders and “Knights.”
The shields of the Aztecs were wickerwork covered with hide. Most
were circular and elaborately painted and decorated. Skins and feathers
were also often attached to augment their beauty. The warriors who
used the clubs carried shields, but those using the large javelin or lance
were unable to as they needed both hands to employ their weapon.
Body armor was made of quilted cotton hardened in brine. This was
quite successful against the weapons used by other Aztecs, (and useless
against crossbows and steel swords). This cotton armor was in fact
quickly adopted by the conquistedores as being effective enough and
much cooler than their own metal armor. The quilted armor was often
dyed bright colors, brocaded and embroidered with intricate designs
and symbols.
Wooden helmets were worn by some warriors and the chiefs, (who
rose to chief by being outstanding warriors). These quickly became
elaborate and bulky. It was often necessary for them to be supported by
shoulder harnesses. Most headdresses or helmets were stylized animals
or protecting deities. The more elaborate the helmet the more renown
the warrior in battle. There is mention of copper helmets in a few
codexs, but none have been found and in any case would have been
extremely rare. Metal working for tools and weapons was not advanced
and obsidian was the basic (and effective) material.
As during comparable periods on other continents the Aztecs wore
no uniforms. Each side would identify itself with a prominently worn
badge or insignia. This often would be elaborated to show also the rank
of the wearer. With the myriad of colors in the cotton armor and the
elaborate helmets an Aztec battle was a kaleidoscope of swirling colors.
A young warrior was taught the use of weapons as part of his
schooling. (All males were soldiers.) All boys were required to either be
tutored or to attend the Telpuchcalli or public school. Later, in lieu of
unit training and drills, a new warrior was attached to veteran for his
first battles. This program was actually quite similar to the apprentice-
ship or squire systems developed for the same purpose in medieval
Europe.
The tactics and weapons of the Aztecs were greatly influenced by
the goal of their wars, captives and whatever tribute or land demanded.
It was the ultimate sign of ability in a warrior to bring back from a battle a
live enemy suitable for sacrifice. Warriors then often strived not to kill
their enemy, but to knock him out or deliver a non-fatal, but disabling
wound. A victory was valued then by the number of enemies captured,
not killed. To this end warriors were trained rigorously in individual
combat, with little emphasis on formations or teamwork. The best war-
riors were admitted to select societies of “knights.” Only the most skillful
(as judged purely by the number of captives taken) were allowed to
enter. These were known as the Knights of the Eagle, the Knights of the
Ocelot (Tiger), and a less common group the Knights of the Arrow.
36
May, 1979
Helmets depicting their namesakes were often worn and ceremonial
costumes that copied their coloration were worn in ceremonies and into
battle. These orders performed dances and participated in rituals at the
Tlacochcalco. They also participated in the mock battles of sacrifice.
These Knights received large shares of land when conquered territories
were divided between the warriors. (This practice gave an occupation
force a way to support itself.)
A warrior who was slain in battle or sacrificed after a defeat was
guaranteed entry into a special warriors heaven. This was to be found in
the East and a special heaven for women who died in childbirth was in
the West (they were felt to have sacrificed themselves for a potential
new warrior). To die in these ways was the greatest honor a defeated
warrior could receive. (Non-warriors and cowards were sold into slav-
ery.) To some it was the culmination rather than the ruin of the lives.
There is recorded the story of Tlahuicol who was a Tlaxclan chief. Hav-
ing been captured in battle he was given the honor of the mock-
gladitorial sacrificial combat. This meant that he was chained to a large
round stone representing the sun and given wooden weapons, (no ob-
sidian points or edges), and attacked one at a time by members of the
Knights of the Eagle. In single combat he managed to kill a few and
wound several more. The combat was stopped and Tlahuicol was of-
fered the choice of the generalship of the Tlaxclan army or to be the
sacrifice in their highest ritual. He choose to be the sacrifice, viewing it
probably as the greater honor.
These sacrifices were viewed then not as a punishment (criminals
were killed or enslaved, but never sacrificed), but as an opportunity to
give their final great contribution to their communities. It was believed
that the sacrifices were needed to prevent the wrath of the gods and
bring anything needed such as the rain or spring. Perhaps the only close
honor was to obtain a prisoner in battle.
A typical Aztec battle consisted of both sides coming upon each
other, quickly forming up to charge and then rushing at each other amid
fierce cries. Quickly this would break down into many combats between
individuals and small groups. Both sides would contend, until one
seemed to be gaining an advantage. The other would then break and
run, avoiding capture to minimize their enemy’s victory. Often the de-
feat and capture of a major chief was enough to cause the morale of one
side to break.
Many stratagems were used. Feints and deception were common,
especially in the battles between the major cities. It was a common
maneuver for one side to fake a route and then lead their pursuers past a
second force in hiding. This force would then fall on the rear of their
pursuers while the routing force rallied. A cunning war chief was con-
sidered as valuable as a courageous one. Whoever won, sacrifices were
assured and the gods appeased.
If there was no war occurring, then an artificial war was instituted to
assure sacrifices and give the warriors an opportunity to prove their
skills. This was incongruously named the “War of Flowers.” Though it
was an artificial war those participating in it fought a very real battle.
Many died and many more were captured for sacrifice before one group
would concede defeat.
Invited to participate were the best Knights and warriors of two or
more rival states. The best warriors contended to be able to participate.
If he won, a warrior would gain in renown throughout the cities. If he
was killed, the warrior was given the honor of cremation. Reserved only
for warriors, cremation guaranteed entrance to the special warriors’
heaven. Finally, if defeated and captured a warrior was given the su-
preme honor of being sacrificed. So popular were these Wars of Flow-
ers that some were repeated annually for years.
The institution of war among the Aztecs evolved into something
quite different from that which we perceive. It was foremost a means by
which an individual could serve the all important tribe or city. It was an
inherently ritualized and mystic event of deep-meaning and necessity. It
was the only means by which captives needed to appease their blood-
thirsty gods (actually it was the hearts they tore out and offered still
throbbing). In a truly collective, military society it was the one area
where an individual could gain renown and prestige.
Aztec Command Structure
Tlacatecuhtli —War chief, C in C
Tlaxcola — Phratry Commander (4)
Tlochcautin — Clan Commander
Rules for
Pre-Hispanic
Mexican Warfare
Neal M. Dorst
1.0 introduction.
The following is a set of rules for conducting
miniature battles of the Pre-Hispanic Mexican (300-1500 A.D.) era.
This era saw the rise and fall of many Indian empires and kingdoms
from the great to the petty. The Mesoamericans developed a method of
warfare unique and totally independent of Western European influ-
ence. In some respects it is primitive and in others it is highly advanced.
The game is played in a series of turns in which the opposing sides
make simultaneous moves in an effort to capture or kill as many of the
opposing army as possible. It is recommended that a referee be on hand
to run the game, settle disputes, and so forth. Each turn follows the
sequence of play:
1) Weather determination
2) Sacrifices
3) Projectile Firing & Effect
4) Movement
5) Hand-to-Hand Combat
6) Prisoner Declaration
Each of these will be explained in their sections.
2.0 scale.
Each unit or figure represents 20 men, each man in
the unit having the same weapon and strength. One turn equals two
minutes. One inch of horizontal distance equals 25 yards and one inch
of vertical distance equals five feet. The bases on each unit should be
1.5 x 1.5 cm except for Spanish Cavalry which should be 1.5 x 3.5 cm.
3.0 set up.
A playing field should be set up according to the
above scale taken from either real sources or the reader’s imagination. It
should have the terrain divided into clear, uneven (including forest),
rough (mountains), and swampy for purposes of movement.
3.1.
Each of the opposing sides has a value assigned called its Milit-
ary Prowess number. This determines their units strength (see Table 1).
The number ranges from 1 to 5.
Military
Prowess
Table 1
1
2
3
4
5
# Ratio
1
.9
.75 .6
.5
Die #
1
2
1
2
23
3
22
3
3
4
323
3
4
4
4
3
3
44
5
5
3
4
4
5
5
6
4 elite 4 elite 5 elite
5 elite 6 elite
Determine the Military Prowess number for each side, either by
chance or by agreement. The number of units available to each side is
then determined by the ratio # of Table 1. (example: If one side of M.P.
#1 has 500 men then a side of M.P. #5 would have 250 men.) For each
20-man unit the player rolls a die and consults Table 1 which gives the
strength of that unit and whether or not it is elite. This should be re-
corded for reference later.
Each side then chooses which side of the field to enter. They may
also determine which side had access to the field prior to the battle.
3.2.
Each side should now choose the weapons for each unit. Each
army should have a leader and a priest unit. The leader unit is always 6
elite and priest unit is 1 elite. Over half the combat units should be
armed with hand-to-hand weapons and of these there should be a 1 to
2 ratio of club units to war club units. Of the projectile tiring units over
half should be armed with atl-atl.
3.3.
Leader units consist of 20 men armed with war clubs with a
strength value the maximum for their Military Prowess. When attacked
or shot at the leader is the last man caught or killed.
37
VOL. III, No. 11
Weapon
Table 4
Normal Men
Elite
Bow
2%
1%
Sling
1.5% (3%)
.75%(1.5%)
Atl-atl
5%
2.5%
(example: a 15 man, 3 strength unit fires sling at an elite unit 1.5” away.
That is 15 man x 8/turn or 120 stones fired at 100% x 1”/1.5” x 3/6 or
33% hits which is 39 hits with .75% fatalities or 0 killed and 1.5% un-
conscious or 1 out.)
5.4.
To round off .5 or higher is 1. and .4999 or lower is 0.
5.5.
Units which fired in one turn may not move during that turn.
However a unit may fire only half its rate and then move half its rate.
5.6.
Projectile firing units may fire at 1,2,3, or 4 targets per turn (at
least one round of fire at each target). For multiple targets the % Hit
should be halved, thirded, or quartered as appropriate.
6.0 movement.
The amount of movement allowed a unit is de-
pendent on the terrain it is moving over (see Table 5).
Table 5
Clear
Uneven
Rough
Swampy
180 degrees
4”
3.75” 2.5”
1.5”
.5”
In order for a unit to turn 180 degrees around it must expend .5” of its
movement.
6.1.
When a unit moves from one terrain to another the referee
should calculate how many inches of movement are left to the unit
(example: a unit moves from clear to swampy after moving 3”. The
inches left is equal to 1/4 times 1.5 which is .38”).
6.2.
A unit may not move through an enemy unit, and if it passes
within 1/2” of an enemy unit it must stop. If it passes within 2” of a
concealed enemy the enemy is exposed but the unit may continue with
its move.
6.3.
A unit moving up a hill expends 1”. A unit moving down a hill
gains an extra 1”.
7.0 hand-to-hand combat.
At the end of the movement turn if
any opposing units are within 1/2” of each other they may engage in
hand-to-hand combat The players then calculate the strength ratio be-
tween the two units starting with their units’ strength and using the mul-
tipliers given below. The unit with the lower number is called the defen-
der and is given three options: defend, aggressive, or disarm. If the
option is defend the strength of the unit is doubled and the turn passes
to the aggressor. If the option is one of the others then the appropriate
CRT is consulted (see 7.4).
When the aggressor’s turn comes he may choose either aggressive
or disarm and then consults the appropriate CRT.
7.1.
A facing multiplier is given to the attacker if its unit faces the
back (hind 180 deg.) of the defender. In this state the attacker is given a
3/2 multiplier.
7.2.
If a unit was not engaged last turn or under fire, and this turn it
traveled its full movement to engage a stationary enemy it is given a
shock multiplier as follows:
Table 6
Ratio of strengths
Shock Multiplier
less than 1:1
x1
1:1
x4/3
more than 1: 1
x5/3
7.3.
Multipliers are given due to differences in weaponry as given
below
Table 7
Multiplier is given to player 1
Player 1:
Sword
Lance
Club War Club
Player 2
Sword
xl
x5/3
xl
x4/3
Lance x1/3
xl
x1/3
x2/3
Club
x1
x1
x2/3
x5/3
x2/3
x4/3
War Club
x4/3
xl
7.4.
When either the attacker or defender chooses the aggressive or
disarm option they consult the appropriate section of Table 8 and look
under the modified strength ratio for his weapon. A die is then rolled
and if the attacking unit is an elite unit it subtracts 1 from the roll. The
number given is the percent of men killed. Those given in parenthesis
are the percent disarmed.
38
All projectile firing units and priest units are armed with swords if
they are engaged in hand-to-hand. The projectile units drop one in
strength value when involved with hand-to-hand and priests are 1.
3.4.
The Mexicans had a form of quilted cotton armor known as
Ichahuipilli. Players may designate 25% of their forces as having this
armor. Such units should halve the figures in Table 4 or shift the
enemy’s odds column one to the left in Table 8 for the appropriate
combat situation.
3.5.
Each army should be broken down into 10 unit (200 man)
divisions. Each unit in a division should be within 2” of another member
of the unit, and so on until there can be traced a chain of such associa-
tion linking all members of the division together. At least one member of
each division must be within 24" of the leader unit. Any violations cost
each member of the division one morale point.
3.6. Any side having prior access may conceal five elite units in any
area of rough or uneven terrain. The side does so by informing the
referee which units will hide where. These units remain hidden
throughout the battle until they move or an enemy unit passes within
2”.
4.0 weather.
Every 15 turns the referee will roll a die and con-
sult Table 2. This will determine the weather for the next 15 turns. The
weather affects morale and projectile firing.
Table 2
Season: Winter
Spring
Summer
Fail
Die#
1
2
Snow
Rain
Thunderstorm Thunderstorm
Snow
Rain
Thunderstorm Rain
3
Clear
Rain
Rain Rain
4
Clear Clear
Rain
Clear
5
Clear Clear Clear Clear
6
Clear
Clear Clear Clear
Clear: No effects
Rain: All morale numbers down 1
Snow: All morale numbers down 1, projectile ranges halved
Thunderstorm: All morale numbers down 2, projectile ranges halved
The effects last for the full 15 turns.
4.1.
Either side may sacrifice 60 enemy men in 3 consecutive turns
and change the Weather to Clear for the rest of that 15 turn period.
However these sacrifices may not contribute to morale raising (see Pris-
oners & Sacrifices).
5.0
projectile firing and effect.
There are three projectile fir-
ing weapons available. They are the bow and arrow, sling and stone,
and the atl-atl (javelin). In order for a projectile firing unit to fire on an
enemy it must be able to sight the enemy and it must be in range.
5.1.
In order to sight an enemy one must be able to hold a straight
edge from the center of the firing unit to the target with no intervening
objects five feet or taller (relative to the firing unit’s height). Forests may
be considered 20 feet tall relative to their own level. Units in hiding or in
a forested area may not be sighted.
5.2.
To find the maximum ranges of the weapon consult Table 3.
Don’t forget possible halving due to weather.
Table 3
Weapon
Max Range Rate of Fire
% Hits
Bow 4
12/turn
100% x (2”/R) x (s/6)
Sling
3.5”
8/turn
100% x (1”/R) x (s/6)
Atl-atl
2”
4/turn
100% x (1”/R) x (s/6)
After an appropriate target has been selected the firing unit refers to
Table 3. The number of men in the unit is multiplied by the rate of fire
(all rounds in a turn must be shot at the same target). Next the % Hits is
calculated by placing the range in inches in R and the firing unit’s
strength in s. Multiply % Hits with the total number of shots to give the
number of hits (Note: % Hits may not exceed 100%, and 10% should
be subtracted if the target will be moving this turn). Now multiply the
number of hits by the appropriate % in Table 4 to get the number of
fatalities (round off) and, in the case of the sling (in parenthesis), the
number rendered unconscious. These remain unconscious until the
beginning of next turn, and should the unit move before then they are
lost to that unit. Such abandoned men may be claimed as prisoners by
the enemy unit moving over the spot in this turn. If not, they are just lost
from the game.
May, 1979
Weapon
Sword
1:4
Table 8
AGGRESSIVE
1:3
1:4
1:5
1:6
1:2
1:3
1:4
1:5
5%
1:1
1:2
1:3
1:4
5%
5
2:1
1:1
1:2
1:3
10%
5
5
3:1
4:1
5:1
6:1
Club 1:5
2:1
3:1
4:1 5:1
War Club 1:6
1:1
2:1
3:1 4:1
Lance
1:7
1:2
1:1
2:1
3:1
Die#
0
10%
20%
20%
30%
1
10
10
20
20
2
5
10
10
20
3
5
5
10
10
4
5
5
10
5
55
6
5
Weapon
Lance
1:3
2:1
4:1
5:1
6:1
7:1
Club
1:4
1:1
3:1
4:1
5:1
6:1
Sword
1:5
1:2
2:1
3:1
1:3
1:1
4:1 5:1
War Club
1:6
2:1
3:1
4:1
Die #
0
5%
10%
10%
20% 20%
(10)
(20)
(25)
(30)
(40)
1
5
10
10
20
(10)
(20)
(25)
(30)
2
5
5
10 10
(10)
(10)
(20)
(25)
3
——
5
5
10
(10)
(10) (20)
4
——
55
(10)
(10)
5
5
(10)
6
1:2
1:3
1:4
1:5
1:1
1:2
1:3
1:4
DISARM
3:1
2:1
1:1
1:2
5%
(10)
5
(10)
7:1
8:1
6:1
7:1
5:1
6:1
4:1
5:1
40%
30
20
20
10
10
5
50%
40
30
20
20
10
10
8:1 9:1
7:1
8:1
6:1
7:1
5:1
6:1
30% 40%
(45)
(50)
20
30
(40)
(45)
20 20
(30) (40)
10
20
(25) (30)
10 10
(20)
(25)
5
10
(10)
(20)
5
5
(10) (10)
(example: a 15 man unit, strength 3, armed with war clubs meets face to face with a 10 man unit, strength 5, armed with clubs and no shock
strength. The first unit’s modified strength (due to weapon difference) is 4 and elects to fight aggressive against the other unit’s strength of 5. The
ratio of 1:2, war club, aggressive, and die roll of 2 gives 5% of 10 which rounded up is 1 man killed. The other unit elects to fight disarm and rolls a 1.
A club ratio of 1:1, roll of 1 yields a blank and no men are killed or disarmed.)
7.5.
No more than six units may attack an enemy unit in one turn. A
unit may not attack an enemy unit if it is being attacked by a different
enemy unit. If more than one unit attacks an enemy unit each attack is
calculated separately with damage being cumulative and the order of
attacks at the aggressor’s choice.
8.0 prisoners and sacrifices.
If at the end of the Hand-to-
Hand phase two opposing units are within 1/2” of each other and one
or both units have either unconscious or unarmed men then the oppos-
ing unit may claim these as prisoners provided they have the same
number of active, armed men plus at least half the number of enemy
9.0 morale.
A unit will have its morale level checked if it either
comes under fire, engages in hand-to-hand combat, or an enemy unit
leaves concealment within 2” of it.
9.1.
The following formula is used to compute morale level:
Previous level (0 at start) + # of friendly units within 2” - # of enemy
units within 2” + (unit’s strength - 3)/2 + (men left in unit -10)/5 + any
appropriate additives
The additives are:
-1, -2 weather
+1 sacrifices
active, armed men to act as a covering force.
-1 under fire
(example: Two units face each other, one has five unarmed men and
ten armed men; the opposing force must have five plus five or ten ac-
-1 enemy units out of hiding 2”
tive, armed men in order to take prisoners.) It is possible for two facing
+3(-3) Enemy (Friendly) leader caught or killed
units to take prisoners from each other.
+2(-2) Retreating enemy (friendly) units in sight
8.1.
Any unit that has taken prisoners in one turn must on the next
+2 Friendly leader engaged in combat
9.2.
movement turn retreat from combat and move to the nearest, friendly
The resulting number is referred to Table 9.
Table 9
priest unit. Should there be none, then the unit must move off the edge
of the field that it entered. It must wait 1 turn with the priest unit or 2
turns off the field in order to turn over its prisoners. After that it is free to
move and fight again. The player must keep track of the number of
prisoners taken.
8.2.
Sacrifices may be made to change the weather (see weather)
or to improve morale. In order to do this a priest unit must sacrifice 20 of
its prisoners in one turn (which is the maximum rate at which they may
do this). For each turn in which a priest unit sacrifices 20 men all friendly
units add 1 to their morale level. This effect ends at the end of the turn
and is not cumulative. Prisoners taken off the field may not be sacrificed.
8.3.
Any unit that captures prisoners goes up 3 levels in Morale
when it returns to combat. This effect lasts for 15 turns.
Morale level
Combat option
Controllability
M4
Must advance No new orders
M3
Must advance 3”
No new orders
M2
May advance 2”
New Orders
M1
May advance 1”
New Orders
M0
Stand
New Orders
M-1
May retreat 1”
New Orders
M-2
May retreat 2”
New Orders
M-3
Must retreat 3”
No new orders
M-4
Must retreat
No new orders
9.3.
If the unit has engaged in hand-to-hand combat then it follows
the combat option. For M4 it must advance (within movement restric-
39
tions) towards the nearest enemy unit. For any positive morale it may
either advance to the given distance or, excepting M3, retreat or stand
(Note: this takes place during next movement phase after the morale
check). For M-4 the unit must retreat to its side of the board. For nega-
tive values the unit may retreat up to the given value, or, excepting M-3,
retreat or stand.
9.4.
If the unit is not engaged in hand-to-hand then it may be
moved as the player pleases except when controllability says no new
orders. Then the player must follow instructions given under Combat
option.
9.5.
The morale level remains until conditions warrant another
check. Morale should be checked after Projectile Firing, Movement,
and Hand-to-hand Combat for those units affected.
9.6. When a unit with M-4 retreats from the field it is lost. If it passes
within 2” of the leader unit it may check its morale (should it still be M-4
it continues to retreat). Should a leader unit retreat from the field it
counts as caught or killed for other units’ morale checks.
10.0 ending and victory.
The battle ends when one or both
sides retreat from the field, by mutual agreement, when a prior time limit
is reached, or one side is completely captured or killed.
10.1.
Each side totals its points using the following scale:
Enemy Leader captured + 5
Enemy Leader killed + 3
Enemy Elite captured + 4
Enemy Elite killed + 2
Enemy Man captured + 3
Enemy Man killed + 1
For each man sacrificed count as captured and subtract 1
Subtract the smaller total from the larger and consult Table 10 for
degree of victory.
Table 10
0-50 Draw
51-100
Minimal Victory
101-150 Victory
151+
Superlative Victory
10.2.
The players may elect to fight a Xochiyaoyotl (War of Flow-
ers) in which the object is to take as many prisoners as possible. Leader
units may not be attacked unless they attack first. Units are restricted to
either the Disarm or Defend options in hand-to-hand. The point scale is
as follows:
Enemy leader captured + 10
Enemy elite captured + 5
Enemy man captured + 3
All sacrifices count as captured
Enemy man killed -1
Spanish Optional Rules
1.00 introduction.
These rules are to be used for battles with
Spanish units and their allies. These take precedence over basic rules.
2.00 scale.
All cannon units have five cannons and 20 men. In
firing only count number of cannons, and any cannon with one to four
men manning it may fire.
40
Spanish Morion
VOL. III, No. 11
3.00 set-up. All Spanish units are rated 6 elite. The Spanish
ratio # is .25, but this does not include allied Meso-american units.
(Example: one side has 500 M.P. #1 units so there are 125 Spanish and
375 allies of M.P. #3)
3.01.
Army setup: One leader on Horse. Over half force armed
with hand-to-hand weapons, over half projectiles must be crossbow,
and less than 10% of force may be either Horse or Cannon.
3.02.
All Spanish units have steel armor which acts just like
Ichahuipilli. However, Ichahuipilli is not effective against either Ar-
quebusier or Cannon units.
4.00 weather.
Both cannon and arquebusier units may
not
fire
in Thunderstorm. All ranges halved as given.
5.00 projectile firing and effect.
For the Spanish units there
are three projectile firing weapons: Crossbow, Musket, or Cannon (Fal-
conette). Use the following as you use Table 3 and Table 4.
Weapon
Crossbow
Arquebusier
3"
Cannon
Table 1A
Max Range
Rate of Fire
6”
8/turn
30"
2/turn
l/turn
Table 2A
% Hits
100% x (4"/R)
100% x (1”/R)
100% x (20”/R)
Weapon
Normal Men
Elite Men
Crossbow
3%
1.5%
Arquebusier
5%
2.5%
Cannon
100%
50%
6.00 movement.
The following Table is mounted and artillery
units.
Table 3A
Unit
Clear Uneven
Rough Swamp
Horse
8"
3”
7”
4”
3”
Cannon
2.5”
2” —
6.01.
Cannon units may not travel through swampy areas.
6.02.
Spanish units must travel in column, i.e., one or two units
abreast in line, facing the same way, and with less than 2” between each
unit. Movement is as normal.
7:00 hand-to-hand combat.
Spanish units may fight in col-
umn or line. Line is a one-unit abreast column with units facing to the
side instead of the front. Indian units have a 2/3 multiplier unless they
have a canceling shock multiplier.
7.01. All weapon multipliers are given to the Mexican units.
Table 4A
Sword
Lance
War Club Club
Horse x1/2
xl
x1/3
x1/3
Steel Sword
x2/3
x4/3
x1
Pike
x1/3
xl
x2/3
x2/3
x2/3
7.02.
Mexican units attacking a Spanish unit must use either the
Disarm or Defend option. Spanish and their allies have the full set of
options.
7.03.
For Steel Sword use the Sword odds in Table 8. For Pike use
Lance, and for Horse Swordsmen use Club.
8.00 prisoners and sacrifices.
Spanish units and their allies
may take prisoners, but they may not sacrifice them. Spanish units pass
prisoners on to ally’s priest for holding.
8.01.
Spanish prisoners must be sacrificed by their captors before
any Indian allies. However, they may be mixed to make a unit of 20.
9.00 morale.
The following additives may be used:
+2 sacrifices with Spanish captives
-2 under Spanish fire
-1 engaged in Hand-to-hand with Horse unit
-1 Spanish enemy within 2”
+ 1 Spanish friend within 2”
10.00 ending and victory.
Add the following points:
Spanish Leader captured + 10
Spanish Leader killed + 5
Spanish man captured + 5
Spanish man killed + 3
Count sacrifice as capture minus 2
10.01.
Spanish do not participate in Xochiyaoyotl battles.
May, 1979
VOL. III, No. 11
VARIETIES OF VAMPIRES
by R.P. Smith
After considerable research I have found several different types of vam-
pires from classical legends around the world, and arranged them in
D&D format. I have not included all known vampires, just the more
interesting ones.
Number appearing, armor class, hit dice, and treasure are the same
for all vampires. Normal weapons will not hurt any vampire. All types of
vampires will avoid mirrors, garlic, or crosses. With one exception, all
vampires will go into gaseous form if they lose all their hit points by
magic.
One must also consider the question of origin. If people can only
become vampires through the bite of a vampire, where did the first one
come from? According to the legends, the means can range from a
simple death-bed curse and excommunication, through ancestry (s.g.
one type was to be an Albanian of Turkish origin, another was to have
red hair), through witchcraft, to violent death. The latter one is the
easiest method for D&D. Hence, any body left unguarded without a
Bless spell from a cleric will become a vampire within seven days.
Type
Movement
Usual location
common 12/18 anywhere
asanbosam 12/0
jungle, plains
burcolakas 12/18
mountains
catacano 12/18
mountains
lobishumen 15/0 jungle
ekimmu 12/18
desert
blautsauger
12/18
mountains, forest
mulo 12/18
mountains, forest
alp
0/24
forest, plain
anananngel 0/24
jungle
krvopijac
12/18
mountains, forest
ch’ing-shih
12
12/18
anywhere
vlkodlak
mountains, forest
bruxsa 12/18
anywhere
nosferat 12/18
mountains, forest
Asanbosam (Africa): Men (9 hit dice), women (8 hit dice), or chil-
dren (7 hit dice) who look normal except for a pair of books instead of
feet. They can charm at minus 3, (except against clerics, whom they
avoid) and can throw a single sleep spell per night. They can call 3-18
leopards or 2-12 tigers. Only a cleric can kill the asanbosam.
Burcolakas (Greece): It has a swollen, tense, hard skin. It can
scream once per night which deafens all in hearing range for 24 hours,
no saving throw. It can also kill, not only by draining life levels, but by
naming its victim by name and commanding the victim into a fatal ac-
tion. It can imitate any voice it hears, with as much of a chance of being
detected as an assassin has of being discovered in disguise. It controls
10-100 rats, but no wolves. To defeat: cut off and burn its head.
Catacano (Crete, Rhodes): Always grinning with very white teeth.
When not sucking blood, the catacano is busy doing toothpaste com-
mercials. It spits blood (see giant slug for chance of hitting) which causes
horrible burns. It can charm at minus 2. To defeat: burn its nails, boil its
head in vinegar, or submerge its body in salted water.
Lobishumen (Brazil): It looks like a small, stumpy, hunch-backed
monkey with a yellow face, bloodless lips, black teeth, bushy beard, and
plush-covered feet. It can charm at minus 4 and makes its victims (all
women) into nymphomaniacs, if they survive. Women killed by a
lobishumen while under its charm become succubi. There is a 60%
chance that any woman who doesn’t die while charmed by a lobishu-
men will be a nymphomaniac permanently. To defeat: Get it drunk,
crucify it to a tree, then stab it with a stake through the heart.
Ekimmu (Assyria): Invisible even while it attacks, it can charm at
minus 1. It can also magic jar its victim. To exorcise the vampire in this
state, a clerical dispel evil is needed, with a 50% chance of success
when the cleric is the same level as the ekimmu, plus or minus 5% per
level difference. To defeat: Subdue it with magic weapons long enough
for it to be killed with a wooden sword.
Blautsauger (Bosnia-Herzagovinia): Hairy, with no skeleton, large
eyes, it can polymorph itself into a rat or a wolf. It can charm at minus 3.
It can only turn its victims into vampires by forcing them to eat earth
from its grave. Those who consume the earth will become vampires
when they die, even if not killed by the blautsauger. Only a wish will
prevent this. Those who die from the blautsauger without eating the
earth become spectres. To defeat: Burn its body or stab it through the
heart with a stake.
Mulo (Serbia): Men, women, and children wearing white clothes.
They love wine. They are active day and night. They can polymorph
into either horses or sheep. A mulo kills its victims by charming them
(minus 2), then putting them into a large pot of boiling water. Blood
draining by mulos will put the victim in suspended animation, awaiting
the pot. To defeat: Get them drunk and leave quickly, or a cleric must
fight them to the death.
Alp (Saxony): A butterfly that attacks day and night. It settles on the
chest of a victim and suffocates him. Each alp can call 10-100 ordinary
butterflies and can throw one sleep spell per 24 hour period. To defeat:
Find the corpse acting as recipient for the butterfly and put a lemon in its
mouth. Without the lemon, destroying the body will force the alp to find
another body, but not kill it.
Anananngel (Philippines): A flying head with entrails filled with
blood after feeding. It charms at minus 2 and can throw a fear spell at
minus 3. There is a 50% chance that it is not undead, but a living witch.
As such, it will not be turned by a cleric. To defeat: Sever the entrails to
starve it or find the body where it sleeps during the day and hammer a
stake through its heart. If splattered with blood from this vampire, the
victim will have sores and diseases that only a cure disease applied daily
for two to seven days will cure. The victim will be incapacitated until
then.
Krvopijac (Bulgaria): Only one nostril, otherwise like a common
vampire. To find its grave, send a virgin on a black foal through the
suspected area. Where the foal refuses to go is where it is buried. To
defeat: Chain it to its coffin with a rope of wildflowers (may eventually
break), or have a magic-user, holding a cross, order the vampire’s soul
into a bottle of blood and then throw it into a fire.
Ch’ing-Shih (China): Red, staring eyes, pointed nails like claws,
long hair, greenish-white skin, a very beautiful woman or handsome
man in spite of everything. It can call 3-18 foxes. To defeat: encircle with
rice.
Vlkodlak (Serbia): It has a congested face and blood-red skin. It
can cause eclipses. Otherwise, it is like a common vampire. It is active
day and night. To defeat: cut off its toes and thumbs, drive a spike into
its neck, pierce its navel with a stake (not its heart), then burn it, starting
the fire with holy candles.
Bruxsa (Portugal): A woman by day, a bird at night, hence it is
active even in sunlight. Otherwise, it is like a common vampire. To de-
feat: same as with common vampire.
Nosferat (Rumania): It appears as a man or a beautiful woman,
depending upon the sex of its victim. In can polymorph into a cat, a dog,
a beetle, a butterfly, or straw. It can charm, as a butterfly or straw by
touch, at minus 2. To defeat: walk around its grave smoking pipeweed.
Type
Number of Attacks
Damage
common
1
1-10 plus 2 levels
asanbosam
1 bite, 2 claws
1-6,1-8,1-10/bite
plus 2 levels according
to size, 1-4/claw
burcolakas
1
1-10 plus 2 levels
catacano
1 spit, 1 bite 1-12/spit, 1-10 plus
2 levels/bite
lobishumen
1
1-10 plus 2 levels
ekimmu
1
1-10 plus 2 levels
blautsauger
mulo
1
1-10 plus 2 levels
1-6,1-8,1-10 plus
2 levels according to size
alp
1
2 life levels
anananngel
1
1-12 plus 2 levels
krvopijac
1
1-10 plus 2 levels
ch’ing-shih
1 bite, 2 claws
1-10 plus 2 levels/
bite, 1-8/claw
vlkodlak
1-10 plus 2 level
bruxsa
1-10 plus 2 levels
nosferat
1
1-10 plus 2 levels
42
May, 1979
TO SELECT A MYTHOS
by Bob Bledsaw
Every really good campaign in which I have had the pleasure to
play or judge in has had one very common trait . . . a well developed
mythos. Like many groups, my campaign began by utilizing the Lord Of
The Rings as the source of political structure, history, and mythos. This
was great for those which had read the books, but limited the new
players which were unfamiliar with them. Although this isn’t a fatal
handicap, it sometimes places disappointing blocks in the path of an
otherwise exemplary player-character. As the game developed further,
the desire of many players was to adapt non-Tolkien classes into the
campaign and distort the mythos beyond rationalization. This caused
me to introduce intra-dimensional nexus points into the game. While
some purists may flinch at this point, let me state that only the most
persistent search ever led to one of the “gates” and even then access
was limited at these well-defended points.
At first I viewed this growth as the opportunity to introduce such
mythos I found fascinating as a teen: John Carter & Barsoom, Conan,
The Arabian Nights, and others. The real fun began when I started to
of everyday life for your adventurers. However, I would hesitate to do it
for a group of players inclined to name their characters Injun Joe the
Tail-gunner, Bimbo the Bomber, and the like. They wish to play the
game on a more basic level and will probably have the same great time if
you spend ten minutes in preparation or ten hours. Most players enjoy a
well structured campaign which gives them the “feel” of the mythos
and permits the orderly progression of a player-character. Imagination
stretch a little.
“Realism” in fantasy role gaming has become the scare word to be
touted by some “authorities” in the hobby. They have indicated that
monsters, demi-gods, and gods created for game systems by extrapolat-
ing upon “real” legends is the result of “sloppy” thinking and has no
place in well run campaigns unless the constructs are true to mythology.
But this depends entirely upon the end goal of the game system and
how much territory the rules are intended to cover. Some game systems
are purposely written to cover certain time periods and convey a “feel”
of that era or period . . .
such as Chivalry & Sorcery or (on a much
develop completely new mythos for the group (more likely termed a
squadron of earth-shakers by this time). I drew heavily upon Greek,
reduced scale) En Garde. Other game systems are intentionally written
to cover the constructed mythos of an entirely new fantasy world such
Celtic, and Eastern mythologies, molded them to fit my concept of the
living legends which might have formed the prehistoric truths behind
them, and limited, combined, extrapolated, and restructured their spe-
cial powers to obtain a unique mythos. In every instance, I sought to
introduce a variety of religion and therefore often retained some pure
mythologies in the new land. Around this skeleton was shaped the rest
of the land beyond the nexus point; political structures, histories,
economic system, geography, flora and fauna, monsters, and non-
as Empire of the Petal Throne, Runequest, Metamorphosis Alpha, or
Traveller. These systems are based upon extrapolations of “real” facts,
legends, mythologies of all cultural types, combinations of extuut ideas
reformated into an almost unrecognizable form, and the occasional rare
spark of genuine creativity (take it from a designer. . . it’s really rare).
What I am trying to say is that you cannot expect to seriously use a
game system such as Boothill to play a campaign based on the Conan
series, but you could use a game system such as Dungeons & Dragons
played characters which made this particular world tick were created
from my steady diet of fantasy and science fiction over the years. The
extra work was well worth the many hours of fun observing the earth-
shakers of Middle Earth being out classed by new player-characters
which could respond to the challenge of mystery more quickly. While
the older players had more sheer power at their disposal, situations
often came up where a little knowledge was more dangerous than none
and preconditioned responses were a liability.
My personal preference leans toward the designing of a mythos
without “reality” restraints. Every judge should select his own mythos
with a careful eye toward what his players expect from the campaign.
Chivalry & Sorcery, like Beowulf, resonates with a melody which would
be ruined by an over-abundance of incongruent monsters from an en-
tirely different mythos. Like any well done fantasy novel, a campaign
to play a campaign based upon a Mayan mythos or almost any non-
gunpowder mythos. Because the game system is designed to cover
many mythos, it will not necessarily give the correct “feel” in all cases
and should be modified to suit the campaign by a knowledgeable and
experienced campaign judge. Great caution should be exercised when
this is done however, or imbalanced play or an aborted campaign can
result. Obviously the game system is based on western mythology with
a European accent more medieval than not. This should not be viewed
as a limit if a campaign based upon a warmer climate, different political
system, or mythos is desired.
Last and very quick, since the “authorities” are probably piling
wargleweed around my soapbox and lighting torches, a couple of shots
at some criticisms leveled at my campaign materials and guidelines.
There is nothing “sacrilegious” about introducing gods into a campaign
can lead your players into a uniquely exciting world unlike anything
(even if the players might defeat them). I personally would never use
they have ever experienced. I like a clean slate to begin extrapolating
voodoo, Jesus Christ, Budhha, Mohammed, or the one and only Devil
upon. Climate, economics, demography, naming, and so forth are then
in my campaign. The gods in my campaign are actually the source of
my domain. The players are given the necessary background informa-
legends, mythologies, and religions which may be far from the true nuc-
tion to function within the game and the balance becomes a world of
leus of fact that began these worshipful exaggerations, distortions, and
discovery.
ill-perceived powers or acts. A halfling possessing some powerful ar-
Like thousands of other fantasy role-playing judges, I have de-
tifact might be worshipped by a large following. The being might not be
veloped many useful tables which assist me in designing these lands
of the same plane of existence, or merely a time traveller ala A Con-
based upon different mythos. It is not the towering megalith of work that
neticut Yankee in King Arthur’s Court.
it at first appears, nor do I wish to imply that you must be able to write a
And the final blast . . . the guideline tables we publish at Judges
novel to construct one. There are as many ways to begin designing a Guild are not intended to be used religiously, most the time, or even
campaign as there are judges and styles of play dictate the extent or
part of the time as the judge runs his campaign. They are very useful for
depth of development required to maintain your player’s interest and
designing, extrapolating, and sparking up a campaign based on Dun-
willing suspension of disbelief. Most important is the decision to begin
geons & Dragons. They represent the best efforts of many intensely
. . .
and you begin by selecting a mythos. If you prefer more concrete
involved and active college students and graduates as we literally picked
ground, then you could begin with Empire of the Petal Throne,
Metamorphosis Alpha, or the ever popular Lord of the Rings. Gods,
apart, defined, interpreted, researched, expanded upon, and played to
dawn (or death) the original Dungeons & Dragons since it was first pub-
Demi-gods, & Heroes and the material published therein is a source of lished. The tables are not to add “realism” to any campaign. They are
mythos. for the enjoyment and sources of inspiration of active campaign judges.
A long trip to your local library may be necessary to flesh out the
Dat’s all folks!
world and supply the flavor of names, mores, and sociological aspects
43
Spanish 16th century 7 ring rapier
In the year 1500 the American continent contained only two sig-
nificant native empires — The Aztecs in Mexico and the Incas in Peru.
Both were at their height in power.
In 1518, Hernando Cortez left Hispanola with but 600 men, 17
horses and 10 cannon to conquer the Aztec Empire. When Cortez re-
viewed his troops at Cozumel, their ranks totaled 508 soldiers including
32 crossbowmen and 13 arquebusiers plus 100 sailors. Later at Tlasela,
they numbered less than 600 of which 40 were cavalry, 80 crossbow-
men and arquebusiers.
In 1531, Francisco Pizarro landed at Atahualpa with 180 men, 27
horses and two cannon. After receiving some reinforcements, he
marched against the Inca Empire with 62 cavalry and 102 infantry.
Never numbering more than 1000 men, facing heat, disease and
an opposing army possessing an overwhelming numerical superiority,
both Cortez and Pizarro were able to overthrow and annex these ter-
ritories to Spain. It was to be a victory that was to last 300 years.
By all odds the invaders should have been destroyed by the na-
tives. In numbers alone the Aztec and Inca Empires could field armies of
a dozen times or more in size proportion to the Spaniards. While primi-
tively armed with slings, javelins, bows, wooden clubs and throwing
sticks, sheer mass alone should have brought them victory. But when
the superstitions surounding the white gods mounted on horses and
wielding instruments of thunder and lightening produced terror among
the natives, smallpox brought by the Europeans decimated the ranks of
the natives who lacked immunity, and the Spaniards shrewd ability of
playing one tribe against the other kept their strengths divided, their
allegiances confused it seemed that Spanish victory was not inconceiv-
able. Nevertheless it was the shot and pike tactics of the Spaniards com-
bined with absolute discipline and their impregnable armor that put
victory in the Spanish grasp.
The Conquistadore wore considerably less body armor than the
Spanish Army twenty-five years earlier. Full suits of armor had been
replaced by half suits. These were primarily worn by cavalry and pike-
men. The half armor consisted of heavy steel breast and back plates,
flatter than those of the previous century and fastened together by
leather or metal straps. The breastplate frequently carried an indenta-
tion from a bullet fired by the armorer to proof-test the integrity of the
piece.
44
Cavalry occasionally wore lamelar protection for the upper leg
area. Pikemens’ thighs were hidden behind single or lamelar plate tas-
sets, one hung from each side of the breastplate.
The Arquebusier (musketeer) and crossbowman rarely wore any
armor aside from a helmet. His waistcoat had puffed sleeves and pad-
ded shoulders containing sufficient padding to resist or at least retard a
sword stroke. His breeches were wide, very colorful and short. High
leather boots extending to the knees or higher were worn by all troops.
Cortez upon landing found an abundance of cotton in the area. He
ordered thickly quilted doublets (jackets) made. These proved effective
against Aztec arrows. Quilted cotton armor was also successfully used to
protect the horses.
The cavalry and arquebusier’s helmet, the Burgonet, was open
faced, followed closely the curvature of the head. The high front brim
provided maximum visibility while the closed back protected the neck.
Ear flaps enclosed the ears and the sides of the head. A high comb
across the top of the burgonet from back to brim protected the warrior’s
head from sharp blows.
Spanish Morion
May, 1979
Pikemen wore a specialized helmet whose origins rest with the
Chapel de fer (Kettle Hat) of the fourteenth century. Called a Morion, its
oval-shaped sides, high brim front and back were overshadowed by a
very high comb across the top of the helmet. The comb, up to four
inches high, was sufficient to prevent any cut from penetrating to the
skull as well as spread the force of a downward blow. Its oval shape
deflected projectiles. The high brim aided visibility but the back bared
the neck and lower head. Gorgets provided some protection to these
areas as well as the front of the neck.
Swordsmen carried a small round iron shield called a buckleror
targes. Varying in size, most were about two feet in diameter. A few
were oval. Due to their size, they were easily manipulated to protect its
holder from sword, axe or club.
The weapons of the Conquistadores consisted primarily of sword,
pike, crossbow and arquebus. Personal daggers were common and
quite varied.
The basic weapon of the infantry was the pike.
Measuring 12 to 18
feet in length, the spearhead was short with long side straps preventing
the shaft from being cut. Cortez purchased a number of double headed
spears (pikes) tipped with copper. These saw extensive use in the battles
that were to follow. It was Spanish custom that one out of every ten or
twenty pikemen be armed with a halberd or glaive, which was especially
deadly close quarters. A number of these weapons also accompanied
the expedition.
16th Century Halberds
The Conquistadore Arquebusier (musketeer) was usually armed
with older weapons. These were matchlocks weighing three pounds
with a barrel of three feet or more in length. In battle, these were
mounted on a forked musket rest. When loaded, a smouldering piece of
impregnated fiber called a “match” clipped to the cock swung to ignite
the touch powder as the trigger was pulled. The Arquebusier then pa-
tiently attempted to hold the aim of his weapon on an opponent until
ignition finally occurred.
A bandolier diagonally slung across the Arquebusier’s right shoul-
der carried the essentials necessary to fire the arquebus. In each small
bag was a charge of gunpowder. A leather pouch with bullets, a bottle of
oil and a bunch of fuses completed the array which hung from the ban-
dolier.
Wet weather and windy days played havoc with the operation of
the Arquebus. But when everything was favorable, a musketeer might
fire as many as one shot per minute. The accurate range of these
weapons was between 100 and 200 yards.
The thunder and fire from the Arquebus was instrumental in breaking
the spirit of attacking Aztecs and Incas. More than any other weapon, it
contributed to the destruction of the Aztec and Inca Empires.
The crossbow was very popular among the Conquistadores. It
supplemented the fire power of the Arquebus possessing a higher rate
of fire and a lesser percentage of misfire. The bow portion was made
from steel and drawn back either by a cord and pulley device or by a
rack-and-pinnon mechanism. Heavy to carry, clumsy to handle, unable
to function properly in wet weather, it was nevertheless powerful and
accurate up to a range of 120 yards.
The projectile fired was called a bolt or quarrel. It was short and
squat when compared to the arrow for a long bow. The iron tip was
frequently square and the feather leather vanes. When fired at close
range, the quarrel was able to penetrate armor.
45
Spanish 16th century swords
Produced at Toledo and Valencia, the Spanish sword was a beauti-
ful weapon common to most soldiers. The ingenuity of the Spanish
armorers in seen in the exquisite pattern of curved guards and counter-
guards that protected the hand and proved useful in catching the oppo-
nent’s blade. The rapier blade was narrower than during the previous
century, but not the thin fencing blade that was to follow. Having two
edges and a point, the Spanish sword was both a cutting and a thrusting
weapon.
Prescott in his book, The Conquest of Mexico, describes the
Spanish sword, “The naked body of the Indian afforded no resistance
to the sharp Toledo blade; and with their good swords, the Spanish
infantry at length succeeded in staying the human (Aztec) torrent.”
The battle formation of the Conquistadores was often similar to
those utilized in the European campaigns. Drawn up in a solid column
of infantry known as a “battle,” the Arquebusiers were at the corners of
the battle in as many ranks as possible. After the first rank fired, it with-
drew to the rear to reload and on successive volleys moved forward
until it was their turn to fire again.
The pikeman’s function was to provide protection to the Ar-
quebusiers as they reloaded. Consisting of an overall percentage rang-
ing from 50% to 75% of the battle, they held their ground. Should the
enemy’s ranks be broken by firepower, the pikemen formed into a line
and advanced shoulder to shoulder.
Cortez, when having sufficient numbers, preferred to open the bat-
tle with a cavalry charge. At Tacuba, after the charge, the Arquebusiers
and crossbowmen opened a lively volley on the Aztec flanks and the
infantry armed with swords and pikes and supported by Indian allies
destroyed the Aztec center.
In less than a decade, both mighty empires were conquered and
were not to taste freedom again for 300 years.
BIBLIOGRAPHY
Bramsen, Stig —
Warriors and Weapons of Early Times
MacMillian Co., 1972
Diaz, Bernal
— The Bernal Diaz Chronicles
Doubleday, 1956
Prescott, William H. —
The Conquest of Mexico
Junior Literary Guild, 1934
Prescott, William H. —
The Conquest of Peru
Mentor Books, 1961
Warner, Philip
— The Soldier
Taplinger, 1975
Wilkinson, Frederich — Arms
and Armor
Grosset and Dunlap, 1973
Over $500 To Be Awarded
At GenCon Wargame Figure
Painting Competition
A new competition will be inaugurated at this year’s Gen-
Con. scheduled for Aug. 16-19. Sponsored by TSR Periodicals
and The Dungeon Hobby Shop, the competition is for painted
wargame figures.
Over $500 in prizes will be awarded in a total of seven
categories. The competition will be divided into two size classifi-
cations, with each of these further divided by period. The two size
classes are Micro Scale and Regular. Micro Scale is to consist of
all micro-sized armor and other types, such as spaceships
(Grenadier and Valiant, for example). naval vessels (CinC
1/2400, GHQ Micronauts, Valiant Fighting Sail, Superior,
Waterline, etc. i.e., any scale smaller than 1/200, inclusive) and
airplanes. The Micro Scale class is further divided into two
categories: Unit and diorama.
Unit is defined as a militarily
definable and recognizable organization. (This definition applies
only to this class; unit is defined differently in other categories.)
The minimum number of figures in this class is five, and the maxi-
mum is forty.
Dioramas are limited only in base size—15” X 15”.
The Regular class consists of 15mm, 20mm, 25mm, and
30mm figures. This class is further divided into two categories;
Historical and Fantasy & Science Fiction. The Historical category
is further divided into two sub-classes— Unit and Diorama. The
minimum number of figures represented must be a viable unit on
the wargame table. Unit size is limited to one battalion of foot or
horse, or one battery of cannon or siege equipment. The maxi-
mum number of actual figures must be justified by an existing,
commercially available set of rules governing the period. Diorama
limitations apply as above, 15” X 15”, maximum.
Guidelines to Consider
Reasonable entry fees
Reasonable prizes considering fees
Advertising states party size
single participant
groups of individuals only
groups of individuals and teams
teams only
Reasonable DM: player ratio
Reasonable time per group
instructions
organization
actual play
Reasonable refereeing, clear, helpful, and
DISINTERESTED
no partiality to players
no desire to see players fail
Adequate facilities
space
noise level
Prompt starting, with an adherence to time limits
Control of unruly or disruptive players
RULES
book rules as nearly as possible
all exceptions and interpretations on player instruction sheets
party characters completely prepared and assigned
head referee to be final judge in disputes
all variables averaged in order to reduce luck factors
All referees experienced and familiar with the tournament scenario
Wherever possible, two per group (if over five).
The Fantasy & Science Fiction Category is also divided, this
time into three sub-classes: Unit, Diorama, and Monster. Unit is
defined as at least five. but no more than 40, figures in a plausible
organization. The diorama restrictions are the same as previous
categories The monster sub-class is limited to five figures or less.
(Some may qualify as both Unit and Monster, but may only be
entered in one.)
If you wish to enter, you need only show up at the appointed
times. There will be a $1 entry fee per entry. We will provide
secure storage prior to the actual judging. You must package your
entries for safety from incidental damage — we will provide
security and a place to store them in your packing. The actual
judging period is the only time that all entries will be on full
display, and we will do everything we are capable of doing in an
effort to protect your property. The results are scheduled
(remember that we are talking about an event some six months
away) to be announced shortly after lunch on Sat., the 19th. The
actual judging will be occurring during lunch. We would like to
place the winners on display for the rest of Saturday,
There are a total of seven classes and sub-classes: Micro-
Scale Unit: Micro-Scale Diorama, Historical Unit. Historical
Diorama, Fantasy & SF Unit, Fantasy & SF Diorama and Fantasy
Monster. Each of the seven class winners will receive an engraved
plaque and a year’s sub to the TSR Periodical of their choice. In
addition, there will be two BIG prizes: Best of Show and
Sweepstakes Award. Best of Show will go to the best diorama in
the entire competition, the Sweepstakes Award will go to the best
unit entered in the competition. These two awards also merit
plaques, along with $250 in gift certificates. Best of Show will
receive a $150 G.C. from the Dungeon Hobby Shop, while the
Sweepstakes Award merits a $100 G.C. from The Dungeon, The
Dungeon is the most complete wargame hobby shop in the
midwest, and also carries an extensive line of trains and equip-
ment, and capable of fulfilling any gamers’ dreams. Their
mailorder service is extensive and efficient.
VOL. III, No. 11
Continued from page 34
the subject would be the purview
their explanation of the events
of players, but as I doubt the abil-
which took place. Common sense
and logic are certainly the key-
stoves of D&D, and I am appalled
to read of the treatment you and
your associates received.
If you would care to submit
your suggestions regarding a
reasonable set of guidelines for
running a role playing adventure
game tournament, we will cer-
tainly be pleased to consider pub
lishing them in DRAGON. If there
were more well-done fan
magazines, I would suggest that
ity of the current amateur press to
handle the subject, I will suggest
that Tim Kask take this under ad-
visement for discussion in DRA-
GON. Perhaps that magazine
could eventually publish a set of
guidelines for tournament or-
ganizers and referees.
I hope that you will be able to
attend GenGon this August, for
Bob Blake always runs a good
D&D tournament for us. Please
let us know if we may be of any
further service.
E. Gary Gygax
THE INTERNATIONAL
DM SEARCH IS ON!
AGAIN!
THE DRAGON is compiling a list of DMs to be published
sometime in the late fall.
If you wish our list to include your name, simply send it to us on
a postcard or 3X5 note card. If you wish to be listed for a game
other than D&D please specify. If no game is listed, it will be
assumed that it is the one and only— D&D.
THE DRAGON hopes this list will be the biggest ever compiled
by anyone anywhere. What easier way to get fresh BLOOD in
your campaign? It pays to advertise.
Simply send your cards to:
Mapping the Dungeons
c/o THE DRAGON
POB 110
Lake Geneva, WI 53147
USA