Volume 1, No. 1
Summer, 1981
= >r FIRST
Te ou Fated.
devel. (Comite
Woll, thisisit.. he premierissue of the
RPGA™ newsletter. We tried to produce
‘@ magazine of high quality, containing
information YOU want. To keep it that
way — COMMUNICATE! Let us know
what you think, ang what you want.
RPGA NEWS
Volume I, Number 1
Summer, 1981
Publisher: E, Gary Gygax
Editor: Frank Mentzer
Contributing Editors:
Bill Hoyer
Tom Robertson
Contributing Artists
Bell
Darlene
Jeff Dee
Dave LaForce
Erol Otus
Playing Gamo Assocation’, a svelon ot TSA
Hobbies ine The mailing address = PO 2
Uske Geneve, 183147: tlephone number 41)
pan aes
RPGA NEWS welcomes unsatciteceubmiesons
Sponsisity Yor such submiesiong can be a
ions wil be returned unless aceompanved By &
Seli-addrossoa stamped envelope of sufitant
RPA NEWS io malls ree 0a! APGA mom.
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‘ears S40 feline $20, Aipricen are scbaet
te-etange winout note,
‘material publened in RPGA NEWS becomes
the axclusive property of the publisher upon
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forte contrary are mace prior 10 Bublicaton
RPGR i 8 trademark oomed by TSA Hobles
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Whole or pan without sacuting prior water
permission rom thepublisher ® 1961 TSR Hob
CONTENTS.
SPECIAL
interview with E. Gary Gygax
Volume I, No. 1
Part 1 of this interview, and the boginning of a Series s+ ++seeeeeeeeee A
FEATURES
‘The Fastest Guns That Never Lived
‘A BOOT HILL™ Article by Brian Blume et al
The FIGHT IN THE SKIES™ Game
A synopsis by Mike Carr.
An Open Letter.
TOP SECRET™ notes from Merlo Rasmussen
Gen Con® South Report ....+.. ++.
GAMMA WORLD™ Science Fantasy
‘Some ideas from Jim Ward... 6. ++
REGULARS
erence te osle
Dispel Confusion
AD&D” Q8A by The Game Wizards
Notes For the Dungeon Master
Fantasy role playing ideas
ROCKSNOZ in the Land of Nidd
A fantasy campaign cartoon from Tom Wham
+10
+16
DUNGEONS & DRAGONS, DAO na ADVANCED DUNGEONS & DRAGONS a gama aerate cane TEM Motes, he
LETTERS
This issue, there were no letters to the
editor. Not surprising, there's sure to be
lotsnoxt time, Do youhavesomething to
say? Write to “NEWSLETTER, POB 503,
Lake Geneva, Wi 53147
Soas not to leave you completely dis-
appointed, we've gathered a few incom-
ing comments plus one letter from the
DRAGON" fies:
“Atlast a role player's gaming organiza
tion! The time hias come for ane, and
noone ismorequalifies tocarry outa
program on such a large scale as
TSR." — ME
Lam sincorely thrilled with the idea of
the RPGA. Your newsletter sounds
‘better than astack of dragon steaks"
—s¢
“Your offer of an RPGA Membership
along with a subscription to DRAG-
ON magazine's too much to pass up.
th
‘This is a change in the AD&D” rules
that I have made for my own pur-
poses, and one that not many people
have thought about. It seems that ar-
mour class would be gradually lo-
‘wered as a character's [evel builds. |
havea 17th level Elven Fighter/Magic-
User, and it seems that a character of
his power would have gained an ad-
vanced AG lower than 2
“AS a character progresses, he gains
‘experience in dodging or fending off
blows that is not covered in dexterity
adjustments, and experience in mov-
ing or weaving through attackers so
that blows glance off his armour, |
suggesta 6 reduction in AG per level
2
lors aed over ter Maarten by TSA Hoobs. he
Therefore, every two levels that char-
acter will drop one AG notch.” - DB,
Montgomery, AL
First ofall, the RPGA attitude towards
alterations and variants of the AD&D
‘game is: don't. For international tourna-
ment stability (see the EGG interview),
we must go by the official published
ules, monsters and game system as
produced by TSR. It's a solid reference,
at loast. This is NOT to say that there are
1no holes in the system; there certainly
However, there's no harm in discuss
ing changes: as Gary pointed out, if
enough of us feo! that a change should
>be made, it will be given “a fot of weight
in the final decisions. This letter presents
a reasonable variation, and contains val-
id points,
Ifyou would like to try something tke
this, we suggest a 25 (1) rather than 5
(2) adjustment por level, or less. Don't
give any benelits until @ full point or
‘more is acquired. And remember that hit
points go up each level, and reflect this
‘ability to dodge blows and so forth. The
more hit points a character has, themore
blows he or she can take and survive: this
is roughly equivalent to dodging and
weaving so as to take only “glancing’
bows.
The obviously variant fevel ofthe elfin
question merits no discussion, but in-
spires some questions: Since elves cant
bbe raised trom the dead, does this char=
acter possess innate invulnerability?
And if youcan get that high as an el, why
be human? Ah, well, fo each his awn:
we go by the book.Summer, 1981
DISPEL CONFUSION
ards
by The Game Wi
‘The complexities of any elaborate
game system are a challenge to playors
and game designers alike. Situations
often arise in play that are not clearly
‘cefined by the rules, and game masters
must interpret as best they can. The
AD&D™ system Is no exception: but
maybe we can do something about it
We have consulted the Game Wizaras
for the answers to a few of the most
commonly asked questions about the
AD&D system. The key individuals in
these replies are Lawrence Schick, se:
‘ior designer at TSR Games and author
of the AD&D Dungeon Module $2: White
Plume Mountain, Dave Cook, TSR De-
signer and author of AD&D Dungeon
Module AT: Slave Pits of the Undercity.
‘and Harald Johnson, Supervisor of De
sign for TSR and co-author of AD&D
Dungeon Module Ci: Hidden Shrine of
Tamoachan, These are only examples of
the many projects each of them has been
involved with; we feel that they are emi:
nently qualified for giving official answers
to our questions.
Yes, indeed; these are the Official
Answers, and may be used and quoted
as extensively as the rules in the hard-
back ADAD books.
Please send all questions about rules
for TSR's role playing games to AD&D
‘questions (or whichever game you wish),
care of this newsletter.
: What is the relationship between IN-
TELLIGENCE TABLE Ij (ChancetoKnow
Spelis) in the Players Handbook and the
ACQUISITION OF MAGIC-USERSPELLS.
section in the Dungeon Masters Guide?
Aren't these contradictory?
A: Not at all — each has a different pur-
pose. Here's how the system works: 2
new istlevel magic-user receives a Spell
Book containing 4 spells (as per the
ACQUISITION section). As the magic
User adventures, he/she will probably
have the opportunity to gain more spells
t0 copy into his/her Spell Book. either
from scrolls or other mages’ Books. As
he/she comes across each heretotare-
unseen spell, the magic-user must make
a percentage dice roll to see i he/she
‘an ever understand that spell to memo-
rizeit (using INTELLIGENCE TABLE I).
I he/she falls, he's out of luck on that
particular spell. The Maximum Number
0 Spells/Level column shows how many
spells of each spell level a magic-user
‘an possibly understand with his or her
intelligence score. The Minimum Number
column shows the least number he/she
‘can understand, If, through bad luck, a
magic-user rolis below the number
needed for comprehension on so many
spells that he/she can understand less.
than the minimum indicated, he/she
‘should reroll for the failed spells until the
minimum is achieved for that spell level
Conversely, if more than the maximum
fre understood, the excess (at the play-
ers choice) must be dropped.
eats
(Q: What does the armor class and dam:
age for humanoid monsters mean? Is
this the armor class of that creature re-
gardlass of armor worn (or not)? Is the
‘damage listed doneby the creaturewhen
it fights without weapons?
‘A: The armor class listed for humanoids
is the typical type of armor worn by that
‘monster-Itis possible for that creature to
have a better armor class when wearing
better types of armor or a worse armor
class when wearing types of armor that
give less protection. Humanoids without
armor will probably have an armor class
inthe areaat 10t08; the final decision is
3
TO
left to the DM, and he or she may use
whatever is desired. The damage listed
for humanoid monsters is the average
‘amount of damage that creature will doit
the DM does not want to figure the wea-
pon carried by each creature. The dam-
age listed is not done by such creatures.
when unarmed, unless they are armed.
with some type of natural weapons
(claws, fangs, ete ). This applies to gob:
Tins, Kebolds, habgablins, orcs, bug-
beats, dwarves, elves, gnolls, gnomes,
halflings, and troglodytes.
—oc
Q: Can paladins become Lycanthropes?
‘Aro they immune to aff disease?
A: Paladins are indeed immune to all
forms of disease. Unfortunately for them,
Lycanthropy is as much a curse as itisa
disease, The DMG uses an example of a
paladin contracting lycanthropy and also
Mentions cure disease and remove curse
as ways of eliminating it
Hy
Q: There seem to be contradictions be-
tween what is stated in the DMG and the
Players Handbook concerning theweight
of magical armor. Which is correct?
A; Magical armor weighs half normal
farmor weight, but for game purposes it
has no encumbrance, Therefore, when
determining the amount ot weight which
can be carried, the magical armors
weight must be subtracted from the to
tal, However, itis not a factor when de-
termining rate of movement. Magical
armored characters will have the base
movement speed of an unarmored man
Which is then adjusted by the encum-
brance of gear and treasure excluding
magical armor worn,
=H)NAME
RPGA INTERVIEW with
Elrmest) Gary Gygax is a graying,
slightly portly gentleman with very thick
glasses. He has achioved Tap Executive
Status of a mult-milion dollar corpora:
tion of his own creation while stil in his
forties, and has put in many 30-hour
days during its formation. To appearan:
es, he could be anything -a shoemaker,
an insurance underwriter, a business:
rman... In fact, he has been each of these
things. He has a long and varied history
‘of employment, interwoven with an ex.
tensive record of hobby gaming in all its
shapes and sizes.
Gary is hard to get a hold on. One
minute hell be the archtypical Senior
Executive; the next, a fanatical gamer
executing a military coup. He occasion:
ally gots tired of the business routine and
dumps everyting (unless of critical im:
portance) 10 preserve his own peace of
mind in any of a variety of ways: repeat-
edly shooting for a wastepaper basket
acrass the room until he's banked itn.
debating a very minor point of rules into
absurdity or extinction... suddenly al-
Tecting a complete change of attitude
about someone - only to unexpoctedly
revert to normal later. In short, Neutral
Good with Chaatic tendencies.
Gary shard to get.aholdof, too. When-
ever he ventures out of his office in the
‘main headquarters of TSR Hobbies in
Lake Geneva, a crowd of employees
some executives, most not- gather in his
vicinity and dribble aff behind him en
masse, some hoping fo get a quick solu-
tion to problems and others just seeking
his opinions, He rapidly disappears into
hnis own domain, however, often leaving
hopefuls in his wake stil laughing over
somo bon mot he has cast offas asmoke
screen for his retreat. He still works too
hhard, steering the now large cosporation
through the world of madern business.
Gary relaxes at his home in Wisconsin
with his wife, one son, two daughters,
anda large assortment of dogs and cats,
Volume I, No. 1
E. GARY GYGAX
His eldest son Ernie drops in regularly,
5 dows his oldest daughter Elise (both of
whom work for TSR). The Gygax home
isnot huge but fs secluded. sts location is
nol advertised, as many people have
sought his time, advice, and attention
since he became well-known as the crea-
for of the Dungeons & Dragons® game.
When asked for an article for the first
RPGA Newsletter, Gary indicated that
he was far too busy - as indeed he is - to
produce anything. He did seem willing,
however, to be interviewed if time could
be found. And 80, one murky morning
with tape recorder running, we managed
focatch Gary in the right mood and with
alittle time. Thereby came this artiole;in
Tact, a whole interview series fs planned,
10 be found in upcoming issues. After
editing, trimming, and smoothing the re-
sults, we proudly present this profile of
E. Gary Gygax, President of TSR Hob-
bias, Inc.
EGG: Good morning. What can | do
for you, sir?
RPGA: Well, | have a few questions for
you, sir, representing the RPGA
members and their upcoming
newsletter. This is to be an arti-
cle for our first newsletter, whic
willalso contain articles by most
of TSR's best game designers,
The first question is, almost
of necessity, the much misused,
much rumored "How did the
D&O” game get started?
EGG: How we started selling it, you
RPGA: Well, how was it created? And
why?
EGG: Thoprogenitor of the Dungeons
& Dragons gamewas simply the
fantasy componentof the Chain
‘mail game published in 1971 by
Guidon Games, Those familiar
with the rules for that particular
thing will noticethat heroes have
four hit dice, superheroes have
eight hit dice, magic-users can
103s fireballs; there are various
colors of dragons mentioned,
‘orcs, giants, etc. I's all pretty
closely tied to what you see lat-
er onin the original D&D game.
Many of the spells, in fact, and
so on are all tied to the system
thatwas built into the Dungeons
& Dragons game. We played
miniatures games; the fellows
enjoyed the fantasy so much
that about 1970 we began to
play a fot of them
After Guidon published Ghain-
mail, and that became one ofits
most popular sellers -and what
with all of the questions pertain~
ing to fantasy - it became ap-
parent that there was a larger
element of people interested in
fantasy than we had thought
(0 | began working on what |
initialy thought of as a supple-
ment to Chainmail, and itever
tually grew into its own game.
You may notice that the early
Dungeons & Dragons game wes
still kind of neither fish nor tow,
‘and referred the readerto Chair
‘maitallthe time. For the first six
‘months after publishing the orig-
inal Dungeons & Dragons game,
we thought of the game as 90°
ing only to those people wno
played miniatures. That's why
the game was put togetter as it
was, making a fot of assump-
tions. It was not what people
said - incomprehensible; they
were not miniatures players. Any
miniatures player could pick it
up and know how to handle it,
easily
You mentioned, a few times,
“we” and “the fellows,” and so
forth. Who are you really refer-
ring to?
EGG: Atthetimethat ey - Chainmail
‘and then the original D&D game
were written, we had an active
group of game players called
"The Lake Geneva Tactical Studies
Association’ whase membership
included JeffPerren, Lee Tucker,
Mike Reese, myselt of course,
Rob and Terry Kuntz, and Don
Kaye. Those were the active
people in it We had a few otn-
fers. It grew: it grew amazingly
by 73. We had perhaps twenty
‘orthirty other people at various.
times:
RPGA:Summer, 1981
EGG:
When the D&D phenomenon
first started, of course, there
were just a few players, We've
been explaining to people how
the first set was for hard-core
gamors, and then the audience
became more widespread. The
version written by John Eric
Holmes was a little bit easier,
and now the latest version is
easily understandable by anyone
willing justo spend the time 10
readit. You've made thetermsa
little blander, and have been
Getting rid of a lot of the ga-
mese; in general, improving it
forthe mass market. Do you like
what has happened to the D&D.
game? I'm sure you like the wi
despread publicity and the ap-
proval it has received, but do
you like the directions it has
taken?
(chuckles) If understand right:
Vm not really too fond of the
way Dungeons & Dragonsgames
havekindofmutatedandchanged
into very strange exercises, But
who can say "nay" to someone
who's having a good time with
the game? One of the reasons
that | was able to throw myself
into the Advanced Dungeons &
Dragons® project with such vi-
or, and put in so many hours
and turn it out as quickly as |
‘could, is that | felt that a game
was needed that would have
more control over its audience,
and one that was not so open-
ended and one that was going
tohave more uniformity of play,
and yet retain the sense of
wonder and imagination and
Creativity that the Dungeons &
Dragons'system, asagame form,
had produced. So | have high
hopes for Advanced D&D™ games.
inthat respect. Unfortunately, it
seems as if they're stil being
perverted, although not as bad
v
\ believe that the RPGA inlu-
ence is going to help to raisathe
level of Advanced Dungeons &
Dragons play by forcing a litte
more conformity. | don't mind
reativity, |-don't mind muta
tion, iit brings out better game
play, and superior gaming in
Soneral, But rom everything that
ican se, all the changes that
are made are usually foolish
ang meant to either baby play.
ers along or kill them off, one
way or another. They're destruc
tivo, rather than creative
Just think about some of the
outstanding changes that were
made in Dungeons & Dragons
s,and Advanced Dungoons
jans games too, for that
matter. and look at what their
eifects are. Consider the “dou-
le damage on a natural 20
which of course seldom went to
the monsters, but only wont to
the players, therefore making it
yet easter forthe players to kil
monsters
Critical hits? Again, players
never tookeritcal hits, only on
sters, for some reason, would
take critical hits. The weapons
expertise idea, that a player's
chosen weapon... heorshewould
40 2 lot better with it. And yet
monsters fighting with theirnat
ural abilities, fang and claw -
who could be more expert than
a tiger with ts claws and teeth?
weren't gelting any bonuses,
The spell point system, which
allowed magic-usersto become
veritable machine guns ot spells
withoutever having to seriously
consider what they were going
RPGA
THIS
to take and just shoot eve
thing down, made the ma
user the only character worth
playing
Some of the proposed
such asthe barbarian I've near
of and the mighty knight, ang
‘one or two others that I've heard
of, create super-powerful char
acters who just can... again, it
was the only one worth being
Then you just go through and
beat up on everything. The
changes in the demi-human ra-
cescreate, again, super-powerful
characters, so that everybody
‘wants to bea dwar, or anelt, oF
whatever tis, and nobody wants
to be anything else, because it
overbalances in favor. And gen-
erally these are done at the
whim of a Dungeon Master, or
from group pressure, to make a
rather uninteresting campaign
where everybody is one thing.
These are usually the Monty
Haul games
On the other hand, y
the really silly monsters, or sure
death traps for the OM who
sadistic and
ed to kill all
of his players regularly, in ca:
jous ways, without giving
them any chance whatsoever
That's also guaranteed ta spoil
a game
is attempted, at least
should someone introduce a
new monster. anewmagic item,
and s0 forth, to be sure of game
balance?NEWSLETTER Volume I, No. 1
EGG: Compareittowhat'sthere. There ANYTHING? The game is rea Monks are intriguing in that they
sa monster rating system; it's sonably well-balanced, as it offer all sorts of promise if you
fairly easy, and i's given in the stands right now: so that if you ‘can get them up near the top.
DMG. Just write up the points fadd in a new character class, it Bur if he DM plays it properly.
for the monster - and be fair - shouldbe within the general para- it's going to be so hard to geta
and then look atwhat itis, com- ‘meters of the other characters, monk up to beyond tenth level
pared to the other monsters, and have some useful purpose. that it might mean - DESPAIR.
and use it. For example, some- Obviously, rangershavea use- So, and even so, the Grand-
fone was talking about a dragon ful purpose; they're basically an father of Assassins or the Grand
that changed hues, and as you outdoor character, like a druid Master of Flowers in the monk
were fighting it, one moment it is, although both work well in a class -ora23rd level Bard- or
Would be red, and another it dungeon. A paladin is specifi- 20th level magician or wizard-~is
might turn to blue, and then vi cally aimed at fighting all the Certainly tough, but t’s very hard
olet.. a spectrum dragon, or a ‘bad guys, and the undead, The to get there, and by that time
rainbow dragon, or a scintillat- cleric is there to both fight and there's probably one or two other
ing dragon, something lke that hheal. A magic-user is there to characters to contest that indi-
Well, this would be just a hor- use some powerful spelis to get vidual’s supremacy with
rendous monster, assuming it the group through the tough in the game. And of course
could use each of those powers times; the fighters are there to anybody who properly DMs a
reath weapons) three times bear the brunt ofall the action, campaign long enough to get
or even ifitcould only use them The thieves are to act as, kind somebody up to that level has
once! Particularly if yougot into of, scouts, and second-story men, certainly put in enough creative
some of those shades... obvious and deliver some nifty behind work tohave challenges, and so
ly, you can't throw itagainst an- the back blows, and so forth. forth, commensurate with the
ything except super-powerful Illusionists are a type of magic: level of players
Characters, The problem with User, meant really to probably RPGA: Skipping over to.a wider field ot
characters is that... how many best! combat the more stupid gaming, the Gen Con® conven
new monsters can you dream monsters, orhumans. Bardsare tion started “way back when’
up, and how many new chal: aninteresting exercise for those ‘Were you there at the concep.
lenges can be dreamed up to people dedicated toa long-term tion, and the first ones?
handle @ thirty-second level projectinanongoingcampaign, EGG: Well, whathappened is that the‘Summer, 1981
PGA:
EGG:
year before the Gen Con con-
\ention started, | invited number
of fellows up to my place in
Lake Geneva for a gaming ses-
sion, and as | recall, about a do-
zen showed up. We played Ava-
fonHill games, and some minia-
tures, and so forth. | still have
pictures! One of the original fel-
lows there who's stillin gaming,
actively, is Bill Hoyer. A lot of
the others have either dis-
appeared or dropped out, at
least, from the active ranks, but
Bill and | also belonged to a
group called the IFW (Interna
tional Feseration of Wargamers)
and was one ofitsofficers, and
Bill was eventually president in
acoupleot years, | suggestedto
Bill Speer and Scott Duncan,
who were president and vice-
president -| don't know, maybe
| was vice-president and Bil
was secretary - but anyway, |
said "We ought to have an [FW
Convention”. Andthey sala, “Hey
that sounds like 2 great idea!
You're itt”
So | put the first Gen Con
event together,and wehelditin
Horticultural Hall and hag about
a total attendance of about fifty
or sixty hard-core gamers, who
‘came from all over the country.
Wehada Canadian ortwo there,
we had some people from out
fon the west coast, from the east
Coast, from Texas... There just
weren't too many of us that
were aware of each other then,
at least. There were probably
more out there, but it was hard
togetto them. We did havea lot
of walk-throughs, even the first
year; the total different people
there - I think there was some-
thing over 150 at the first Gen
Con convention that was run at
Horticultural Hall, here in beau-
tiful Lake Geneva
Is sure grown since then. Do
you like the way the Gen Con
Scene has gone” Therearemam-
‘moth, incredible problems in-
volved these days in handling
the thousands of people who
show up for the various games.
I's all right, We had incredible
problemshandling the fifty poo-
RPGA:
EGe:
RPGA:
EGG:
ple that wore there theffirstyear,
$0 we just have more people to
deal with. | ran the first one all
by myself, virtually, with some
people to help me set up. Itwas
one-day show. and | was there
the day before and theday after,
first setting up anc then taking
down and cleaning up. From a
ppersonal standpoint | don't like
the large ones as well, because
you can't possibly know all the
People there, and a lot of the
fgeling of comraderie is gone.
the closeness, the general tenor
Of things has changed consid-
erably. On the other hang, it
does give a chance for many,
many more people tocome and
see what gaming is all about,
get into things, take look atthe
fnew projects that the compan-
Jes have produced, and meet
their friends,
I still se@ a lot of the old
timers there, and say "hi" to
them. It gives a better exposure
to the hobby; in that regard it's
great. It allows more competi-
tive gaming; you ean have 600-
‘man tournaments, 600-man tour-
naments...thatis marvelous. So
| think the big convention is a
very good thing, andit's here to
stay. That's why we also run the
three small conventions every
year, 100. And these are more
like the old-time Gen Conevents
= such as the Spring Revel we
just had here - because there
you recognize the people, and
‘an sit down and talk with them,
It's nota mob scene; things are
alitechaotic-some ofthe games
don't come off like they should
hhave, or you go change and
play ina different room. or play
something different ~ but it's
fun, and everybody has a good
time, and that's what the small
convention's all. about,
Doesn't TSR make piles of mon-
ey off of every Gen Con conven
tion, though?
Ho ho ho, BOY oh boy, do we
LOSE piles of money at every
Gen Con convention!
Then why?
Asa service to the hobby! We're
sill basically... this is a com-
pany run by people who like
‘games. Most of the people here
are gamers. Wehave some peo-
ple who don't play games. we
have professionals, and we're
becoming very professional in
the way we co business, and
we re looking to be profession
al, too. But first of all i's a ser-
vice. Secondly, ithelps promote
the hobby. So'i’s promotion, |
‘guess, and we're doing itnow: it
7
WILL
the game players dicn't like it
andnever came, then we would
drop it gladly, because it costs
usa lot of money to put it on,
But we do it now because it's
expected of us, and we don't
wantto letanybody down. Itisa
good chance for publicity, as
far as the news media are con-
cerned, and it's good exposure
for new, would-be game hobby-
ists,
RPGA: The Gen Con event is known as
the longest continually running
game convention around. Is it
the biggest?
EGG: Well, itis absolutely the first of
the gaming conventions start-
ed. There are older conventions,
but they were for figure collec-
tors, and things like that. We're
the graddaddy of conventions,
Sometimes Gen Con has been
bigger than Origins, and at oth:
er times it hasnt been as big. |
don'tthink bigis necessarily ihe
measure of how successtul a
convention is. Really, if people
like it and come back, it's suc-
cessful, it's got twenty people
there or twenty thousand peo-
ple there. We certainly have a
lot of events going, and 2 lot of
dealers, andit'sa good conven-
tion. (Testly)! don’t think much
more can be said on that sub-
ject.
RPGA: Fool like a short break?
EGG: Yeah
Due to lack of space, the short break
must become a long one. Watch for the
conclusion of this interview next issue,
when Gary talks about (among other
things) his own favorite games, the D&D
movie, and the future of the D&D
phenomenon,WIN
THE FASTEST GUNS THAT NEVER LIVED
Volume |, No. 1
by Brian Blume, with Allen Hammack,
Gary Gygax, and Tim Kask
This article is a revision of reprints
from "The Fastest Guns That Never
Lived" articles which nave appeared in
the DRAGON" magazine. Since many of
the first articles (and the most famous
stars) appeared in issues of STRATEGIC
REVIEW and DRAGON magazines that
are out of print, it seems logical to revise
them so that new readers and players of
the revised BOOT HILL" wild west game.
could enjoy them. It must be stressed
that these “guns” are far stronger than
most player characters, and will unbal-
ance the game unless caution is exer-
‘cise, but special scenarios using one or
two of them might be enjoyable
Movies and television have given us
some of the greatest gunslingers of all
time. Their abilities are far superior to
those of any gunfighter who really lived,
(0r50 it seems from the old shows. Some
of those heroes and villains are present-
ed here for the benefit of those who
would ike to see what they coulddo. The
ratings correspond to terms of the BOOT
HILL wild west role playing game, pub-
lished by TSR Hobbies, Inc. and its
game rules for gunfights with counters.
‘miniature figures.
The Lone Ranger (Clayton Moore) is
probably the premierheroaf the western
sagas, dating back to the days of radio,
adventures. Together with Tonto (Jay
Silverheels), his faithtul Indian compan:
jon, they were a match forany bad men.
The Rifleman was played by Chuck
Connors on TV in the early sixties. De-
duct 10 from his chance to hit when he
uses any weapon but a rifle
‘Matt Dillon, the Marshal of Dodge City
on""Gunsmoke", was portrayed by Willi-
am Conrad on radio and James
Arness on television,
Paladin (Richard Boone) was the fin:
est example of the paid gunman. His
card read "Have Gun, Will Travel
which was also the name of the show.
Josh Randall was played by Steve on
Wanted: Dead or Alive". Josh was the
perfect bounty hunter; he carries a spe-
Cial handgun which has the effect of a
single-action revolver, except that it is
very fast” and hasa range that is 2" (or2
spaces) fonger in all categories,
Hopatong Cassidy (William Boyd) was
one of the early TV heroes of the tities
Hoppy" was the two-gunned champion
of justice
Yancy Derringer (Jack Mahoney) and
Pahoo, his Indian sidekick, wore atough
pair. Yancy has a Gambler Rating of 14
Johnny Yuma was played by Nick
‘Adams on'"The Rebel”, a TV series ofthe
early six
The Cisco Kid (Duncan Renaldo} and
Pancho (Lee Carrillo) wisecracked their
‘way across the television screens of the
late fifties and early sixties. "The Cisco
Kid” is stil in syndication in some areas.
Bert, Bart, and Beau Maverick were
played by James Garner, Jack Kelly, ané
Roger Moore (respectively) in one ot the
most popular and well-written television
shows ever produced. The “tall, dark
strangers’ all have Gambler Ratings of
02, and they all prefer talking their way
out of trouble to shooting; they will
however, support their friends to the
end
Will (Walter Brennan) anc Jeff Sonnet
were grandfather and grandson, looking
fora missing gunslinger, who was Will's
son and Jeff's father, of “The Guns of
Will Sonnet”. Will claimad the prodigal
sonwas the third fastest gun in the West
He's good, but Jeff's better... and I'm
better than both of 'em.” No brag, just
fact
‘Jason McCord was portrayed by
Chuck Connars in the TV series
‘Branded’. Every time McCord comes
into a town, there is 2 75% chance that
someone will recognize him who had a
Close relative killed at Bitter Creek, ang
will challenge McCord to a gunfight,
Ben, Adam, Hoss, and Little Joe wore
the Cartwrights of "Bonanza’, played by
Lorne Greene, Pernell Roberts, Dan
Blocker, and Michael Landon. Little Joe
was the only left-handed gun in this
powerful ranching family, and also had
the quickest temper.
Don “Red” Barry is probably most ro-
membered for hisstarring role inthe ser-
ies "The Adventures of Red Ryder’ from
1940 to 194. His ast starring role wasin
Iron Angel" (1969) but he has appeared
regularly in supporting roles since then,
Including such movies as "Johnny Get
His Gun” (1971) and “Show-
down” (1973)
William “Wild Bill” Elliot rose to fame:
while starring in the movie serial "The
Great Adventures of Wild Bill Hickok” in
4938. In 1944 he took over the lead of the
Wild West Game
Red Ryder" series, and ran the “Wild Bill
Elliot” series on radio in 1950-51. He
Continued to make top westerns untilthe
late fitties
“Hoot” Gibson was one of the first
cowboy stunt men, beginning his rise to
stardom in 1921 in “Action”. During the
4920s, Gibson ranked second only to
‘Tom Mixas the leading cowboy star. His
pictures were mostly nonviolent, but fast
and full of action. His popularity de-
clined with the rise of the talkies’ (in the
1930s), but he kept some attention by
starring in the first of the “Three Mes
quiteers” series, which would later fea
ture such greatsas John Wayne and Bob
Steele, He later starred in the "Trail Blaz~
ers’ serles in 1943,
William S. Hart portrayed the Old West
as it really was, probably more than any
other star of the early westerns. His
films, such as “Tumbleweeds” (1925 and
1939) are now classic westerns, When
realism in the movies lost its box office
appeal, Hart retired from his movie ca-
reer — and had never made a "talkie!
Tim Holt was a real star. Much of the
acting, even in the finest of the old west:
erns, was admittedly not top notch
however, Holt displayec a talent far
above most of his contemporaries, inthe
late thirties and into the forties, Holt was
tone of the leading box office draws. In
1946 he made "My Darling Clementine!
with Henry Fonda, Victor Mature, Walter
Brennan, and Ward Bond, This four-star
film portrayed the events leading up to
the famous Gunfight at the OK Gorral
Holt's career ended in the early ities,
but he appeared on TV as late as the
sixties In a segment of "The Virginian”
Allan “Rocky” Lane achieved cowsay
stardom in the mid forties. He developed
a character who was neat, kind, pleas:
sant, handome, but quick on the trigger
and tough na fistfight. He replaced Wild
Bill Elliot as the lead in the “Red Ryder”
series in 1946. His career, along with
‘most of the other movie cowboys’, faded
in tho early fifties with the rise of
television.
Colonel Tim McCoy was most remem=
bered for the series of films in which heNo “3
fhe itleman ns
Dillon 8
Paladin 2
‘osh Randall 46
jopalong Cassidy 5
"Yancy Derringer 6
Pahoo "2
Johnny Yura he
Tho Cisco Kis 45
“Pancho 4
Bret Maverick 2
Bart Maverick 0
Boau Mavorick 0
‘Wi Sonnet +2
Jeti Sonnet 2
Jason McCord ne
Ben Gartwright 9
‘Adam Cartwright n2
Hoss Cartwright “9
“Lite doe Cartwright as
Don "Red" Barry 46
“id Bi” Eliot “7
Hoo!” Gibeon Hz
lia 8. Hart “4
Tim Hott 6
“Rocky” Lane ng
(Col Tim McCoy ae
Joel McCrea He
Tom Mix 8
‘The Durango Kid 79
ob Stesle ie
John Wayne 120
Gilint Eastwood 25
ee van Cloet 122
li Wallacn +20
THE MAGNIFICENT SEVEN:
‘Yul Brenner 19
‘Steve McQueen 5
dames Coburn iat
Charles Bronson +5
Fobert Vaughn +12
Horst Buchholz 12
an sates +10
played “Lightning Bill” Carson, McCoy
developed acharacter who was""The De~
{ective of the Range", Carson frequently
donned disguises during the course ofa
movie. He starred from the late twenties
through the early forties, at which time
he joined the army and attained the rank
| cf Lieutenant Colonel
Joel McCrea rose to stardom in the
mnid thirties on the strength of some fine
non-westems. His popularity was slip-
ping until, in 1844, he made “Buffalo
Bill. After 1945, McCrea made mostly
‘westerns, including the title role in “The
Virginian®, He portrayed various histori
cal figures, including Wyatt Earp, Bat
Masterson, and Sam Houston, In the late
{orties and eariy fittes, he did the radio
"seria “Tales of the Texas Rangers", and
-20 0 +a/e15 18
“8 He sao 16
121 5 44/115 18
5 2 44/815 20
48 HO tases: 18
+5 “a +415 16
120 ‘5 14/15 15
8 4 43/410 16
10 121 13/10 18
5 “ 43/10 15
“20 a7 445 15
a ° 0 16
“10 2 3/910 16
+0 2 1216 16
+10 2 12/06 16
+20 7 w4/a15 4
H8 40310 7
Hs Ho 44rs15, 18
0 6 a5 15
“5 2 sates 7
7 2 44038 a
7 2 14/915 15
0 a 44735 14
5 0 14/e5 7
15 Ho +448, 18
5 7 +415 16
5 #2 44016 5
45 5 14795, 19
+20 4 44795 6
416 5 4ans 6
6 HS +415 2
115 2 448 14
48 % 44s 4
118 6 24s 19
+22 815/15 7
wt “5 15/15 6
2 O55 6
a7 Pe eras 18
5 M0 tans 7
40 $255 18
"5 7 15/15 18
+5 ecu ay
15/15
45 6 arts 7
10 “ HarHt8 16
starred in television's “Wichita Town” in
1959, He starred in "Mustang Country’
in 1975, andis till active. McCrea is cur-
rently the Chairman of the Board of Di-
rectors of the Cowboy Hall of Fame.
Tom Mix was a U.S. Marshal and @
Texas Ranger before becoming a movie
actor! By 1921 he was the “King of the
Cowboys” in the movie westerns. His
films had lots of action, chases, and fight
soanes, but usually no one was killed. He
ever smoked nor drank on-screen, Mix
did all of his own stunt work, and sut-
fered over 80 injuries during his film ca-
reer. Ho retired from th movies in 1835,
and died in a car accident in 1940.
‘The Durango Kid (Charles Starrett)
rode across the screen in 56 movies,
starting in 1940, “The Return of the
"0 AE RGHJL
L
a
mo COEF
40 ERG
10 ABM
+0. EF
0 AERGHIKL
40 «BE
AgGh nD
10 EF
+0 ABEGHJL
eee
6 EGK
pene
OE
110 AEHK
42 AEH
0 EGHs
HOw
0 AE
OA
tease
“0 ABEH
0 AEFHK
0 BG
110 AER
Ho AERH
NO ABEH
HO ADEM
40 AEH
HO ABCEGHIK
110 ABEH
so ABRH
“0 ABCEGH
HO ABEH
"0 BEM
“0 EF
0 BEM
no BEH
0 BEFH
0 ABOEM
“0 ERM
40 AEHK
5 BH
‘A= pny woe song om nrc
€— Buble the length oF mesium range when
snooting
‘2 — Shoulder ains are considera a Yast
F — No penalty for gluing opponent rst
ont
Healy wren shooting a
roving target
‘Must use Sharpangoing ula ena must ve gun
"gun aminand® ony
K—No penalty fo "wrong nana” shooting
Durango Kid" appearedin 1945 and con-
tinued until 1982. The Kid would typical-
ly appear from nowhere, save the day.
and reappear later as a mild-mannered
‘nobodyPRIZE
Bob Steele was probably the fastest
draw of all the old movie cowboys. He
ros0 to fame in the late twenties. In the
forties he did a series as Billy the Kid,
and made 20 pictures in the “Three Mes-
quiteers’ series; he also starred in the
“Trail Blazers” series, He has continued
‘working to the present day; you may re-
member him as Trooper Dufly on televi-
sion's "F Troop”
John Wayne tas appeared in a great
number of westerns, These ratings re-
present a composite of his various roles.
Clint Eastwood did appear in tolevi
sion westerns, but his career didn’'tmerit
the ‘star’ category until he became the
‘Man with No Name''in the “Dollars” ser-
les of movies. Eastwood has a Gambler
Rating of 12, and is definitely one of the
finest gunfighters ever seen,
Lee Van Cleet is one of the few ‘bad
guys’ to make it big in western movies.
He played ‘heavies’ throughout, from
films and television of the early titties
through his most successful role — one
of the three gunfighters in “The Good.
‘The Bad, and The Ugly” (which starred
Clint Eastwood). This film launched his
starring career in European westerns,
Eli Wallach has also achieves some
notoriety as a villain, especially in “The
Magnificent Seven’ and in "The Good,
The Bad, and The Ugly”. He was &
scrappy, trouble-making gunfighter.
Yul Brynner has made several west-
ferns, and tne ratings are a composite of
them all, most notably "The Magnificent
Seven’, “Catlow’", and “Westworld
Steve McQueen played Brynner's
friend in “The Magnificent Seven
where he was a superb ritleman.
James Coburn is always as cool as ice
inhis best westerns. In"The Magnificent
Seven” (on which these ratings are
based), his favorite weapon wasa stiletto
throwing knife, with which he had deadly
accuracy and speed
Charles Bronson has been excellentin
many movies, including "The Magnifi
cent Seven”. His fearlessness and
strength have won him a reputation of
being a very tough hombre in a fight.
Robert Vaughn was also in “The Mag-
nificant Seven”. He portrayed a coward
lycon manwhoovercamehis cowardice
at the end, where he died bravely. Note:
before play begins, roll percentile dice, a
result of75 or less indicates that the low-
cer Bravery Score should be used
Horst Buchholz played the last of the
professional gunfighters in "The Magni-
ficent Seven”. Hewas greedy and careful
about the odds in fight, but dependable
and steadfast when in action
Juan Mateos played Chico in “The
Magnificent Seven". Brynner and
McQueen were uncertain about taking
thisbrash, untried youth along, but final-
ly gave in because he would make their
number seven — for luck’. He survived in
that film, and later reappeared in “The
Return of the Seven’
Notes For the Dungeon Master
Miscellaneous Notes
Ever since the original D&D® set was
published, fantasy role players have been
searching for unique, unusual, and start-
ling tricks ana traps. The “ogre jelly’ of
that fabled edition, plus other infamous.
tricks (and puns) gave rise to the nev
ending search for the truly different, epi-
demic among Dungeon Masters. This
Ccolumnwill provide an outlet for unpub-
lished and unsung creative minds across
the world, united through the RPGA™
network.
Send us your goodies! If you have a
really 900d, relatively unknown trick or
trap that you don't mind telling the world
about, we'll take a serious look atit and
‘maybe publish it here, giving you credit
The deadline for thenext issue is July 27,
i981
1. The cleric stands by the coffin, holy
symbol at ready. The party has a
sturdy fighter holding a rope att-
ached to the coffin lid, and pullsitaft
on the prearranged signal. The cler-
ic thrusts the symbol forward at
whatever is in the coffin...and sees
the medusa, who tries to petrify him
and then bites him with the snakes.
(if you fee! particularly nasty, follow
this up with some unar-dead — like
wraiths — after working over the
poor cleric.)
2. The treasure seems unguarded, but
the sly mage has determined
otherwise; the area around itis mag-
ical. A dispel magic might destroy
any potions therein, so a pet is sent
to the area; BANG goes the glyph
leaving the treasure free for the tak-
ing, Unfortunately, when picked up,
the treasure's second trap, a trip
wire, rings a Chime of Hunger and
wakes a few monsters nearby.
3. Abridge leads north across the un-
derground chasm to a 60’ long
ledge, ateach endotwhichisadoor,
Continuing narth, The ledge forms a
“7” with the bridge, As the party
progresses onto the ledge, it is
found to be on a pivot; the whole
party cannot progress through the
door(s} until they split up evenly,
halfentering each door, keeping the
ledge balanced. They will reunite
eventually, but until then,
4, The party meetsaset of guards, who
demand to see their papers. If they
have none, they are directed to the
nearest office, whien will keep them
waiting for hours unless bribed; the
papers (not including the bribe) cost
4009p per person, or 1000gp, orwhat-
‘ver fits the campaign, When asked
for their papers at the nex! meeting
with the guards, the party proudly
10
10,
1"
Volume |, No. 1
gives them — only to have them eat
fn by the guards, They must return
and buy more.
The NPC acquired by the party be-
fore leaving for the adventure has @
severe problem. In times of stess,
he/she gets a bad case of very loud
hiccups. Especially when trying to
sneak up an something, of when
Casting a critically needed spel
(Well, [guess a cure disease would
calm him down for a
while.)
The area of twisting corridors the
party is entering isthe home turfofa
Cleric/Assassin, levels 4/7 or so. He
likes to run around with Oust of Bis.
appearance on (applied after sigh
ing the party through his peep:
holes) and with a silence 15' radius
donned for theattack, The party mem
bers start dropping like flies, rom
the rear forward, unless they take
few precautions. (Foreshadow the
danger with bodies or blood, or this
one can be a real killer.)
The druid encountered with her oun
party is relatively harmless; the pat=
ty is only about level 2-5, But the
druid is wearing a Girdle of Giant
Strength, and can do much damage
with ranged weaponry — like darts
(Battacks per round, damage 63/62
lus strength bonus...)
‘The four halflings encountered in
the woods give some help to the pat=
ty, and are quite friendly and coute
teous. They are thieves but not ar~
mored, and have all been charmed
successfully by an erinyes, wis
polymorphed into the shape af one
of thom. (The party starts geting
worried when they’ must save vs
spells (including wisdom ad
just) against charms, but nobodjs
doing any spell casting... ‘must be
something out there in the woods
says a halfling.)
‘The skeletons encountered aremest
ly turned by the cleric, and the a=
fers are quickly dispatched by fh
ters. But they have been enchanled
to regenerate, and keap getting
‘The noise attracts something nal
living nearby.
While heading down the corridor
section of wall ahead disintegral
Noises of battle are heard, and
‘demon is seen fighting witha gro
of elves, who are losing badly,
party decides to vacate the prem:
rather quickly... and are thus sea
away by an illusion,
‘The mummies (or black pudding
other ereatures susceptible to fh
are infested by brown mold, whit
‘grows rapidly when the fire suse
Watch it. This one can be d
too.mer, 1981
FIGHT IN THE SKIES game is a
mplayer game which simulates
jaar aerial combat in the last v0
of the war, 1917 and 191B. Each
takes ine fole ofan individual pr
fying one of the many famous ai
sfaftne ara classic planes such 28
Sopwith Camel, SE. Sa, SPAD.
fr and Albatros, Players ave part of
maivation, and each onemakes ll
facilcl decisions of maneuvering
fighting, with the aircraft reflecting
fristoneal ealite characteristics ot
ed, maneuverability, climbing and
gaily, and 30 torn,
The game system satis relatively
taking up only the frst pagesot
Ezpage gamedook This meanatnat
De asic. mechanics of play are tainly
Bey grasped by beginners. The s6-
Tits enthusiasts, nowever, stso enjoy
“se ame, Yor these. are.» multtuce oF
Basic optional ruies which ada tothe
Sane complexity tocreatetne'Yoo! of
Bp acral warfare. These optional rulse
Mice such aspects as: Clouds, Wind
Boisenation Battoons, Landing & Take
ts, nango/Firepower Elfectiveness
Inmunition Expenditure, Gun Jam
Bro. Ground Fire & Ground Attack
Bema Parachutes, and Pilot Exper!
bss the latter rule which gives the
ets very popular role playing as-
fas playerstormthelr own rstersof
ots, faking each one into combat
king frst to survive, and then to
inate successtulmissionsane the
bis of enemy planes downed in com=
oe ole playing thrust is bul around
concept ofeach indidual pilot and
quest 19 become an "Ace Each
per creates and maintains a roster of
eivcual plots, each with a unique
til. Allofthem startaslledaling fy
and enter the word of aerial combat
disadvantage ~~ seeking survival
Istana thon the experience andhope-
HE FIGHT IN THE SKIES™ Game
fully, the kills) that will allow them to
meet their adversaries on an equal foot-
Ing. As they progress through more and
more missions (air patties), they gain the
‘experience and quite possibly the aerial
victories to move them tohigher levels of
experience - with a commensurate in-
Crease in game abilities at each step. Of
course, the career of a combat pilot is
fraught with danger,and many arelostin
the course of combat, falling due to an
enemy's bullets, an unlucky hit, oF hos-
tile ground fire -to become another cas-
Lally of the Great War, or perhaps a pri-
soner of war. Inany event, the challenge:
Of taking a pilot through the risks and
dangers of combat is what makes a
FIGHT IN THE SKIES game exciting
Just as in other role playing games,
players easily identify with their various
Characters, and feel their loss just as
keenly it misfortune befalls them,
The comraderie of "FITS" players ri-
vals their World War | counterparts —
and the elements of honor and chivalry
which werea part of thewar in the air are
also sometimes seen in the game
Whether it's swapping stories about pilot
experiences, comparing the careers of
individual pilots, or going to the aid of a
distressed wingman in a hard-fought
game, FIGHT IN THE SKIES players are.
a group of enthusiasts who share a
common bond —a love of the game, the.
ra. and the pilot characters who come
alive under their own guidance. They all
know the same feelings that make this,
‘more than just another game — the trep-
{dation the novice pilot feels when meet-
ing an experienced adversary, the feel-
ing of danger when an Ace pilot is mpe-
riled, the comradeship ot flying with fa-
miliac wingmen, the satistaction of sur-
viving @ difficult mission, and — of
course — the thrill of bringing down a
dangerous enemy.
The FIGHT IN THE SKIES set is many
‘games in one package and for any num=
SEND
by Mike Carr
ber of players trom? to 12. Besides sug-
gestions for setting up games, there are
fifteen different scenarios for up 10 8
players. Also included are unique provi-
sions for random combat which take into
account 4 myriad of variable factors in~
volved in setting upa dogfight. They are
found simply oy rolling dice andinclude:
number of planes, altitude level of the air
battle, starting altitudes of opposing
flights, location of the combat (over a
particular side of the lines, or perhaps
"No Man's Land), opposing aircraft
types, clouds, wind, andsoon, Sinceany
number can play (a further variable), the
result is an infinite number of possible
‘game situations! Because of its variety
and flexibility with any number of partic!
pants, FITS has an appeal that makes it
farmore than an everyday game. And the
fact that the average playing time is only
45-90 minutes per game means that sev
eral different games can be played in one
sitting, regardless of the number of
players.
Most of all, FIGHT IN THE SKIES.
games can be fun and exciting! Each
player isa personal partof achallenging
team situation where flying skill, shoot-
ing ability, quick decisions, and finesse
(plus a litte bit of luck) can combine to
make the difference between success
and failure. The thrill of scoring a dec-
sive “kill” or the challenge of “riding
down" a burning plane are only two of
the possible experiences which are a
common part of FIGHT IN THE SKIES.
games. Everyone who plays it comes
away with real respect for the pilots of
World War | — a tribute to the game's
accuracy and fulfillment of purpose.
‘Tho FIGHT IN THE SKIES gama is the
result of over 13 years of exhaustive re-
search and playtesting, and the current
6th Edition includes everything needed
10 create all kinds of World War | dog
fights:
‘alarge size playing grid, printed onENTRIES
heavy paper stock:
— a complete instruction and rules
booklet over30 pages in length which
includes basic rules plus a host of
realistic optional rules, and more;
= over 100 die-cut playing pieces
coveringallof the major aircraft types
available on all sides during 1917 and
1818, 26 Allied and 30 German/Austro-
Hungarian types in all — plus
balloons!
= a full listing of specification data,
detailing the relative performance
characteristics of all the aircraft types
included in the game. And historical
charts to show which were in service
in any particular month, and the
chances of seeing each in combat:
four sets of maneuver cards cover-
ing the aerobatic possibilities of the
ca, like the loop, Barrel roll, wingov-
er, falling leaf, and others;
= a full set of important charts and
playing aids;
= and a set of dice for probability
resolution:
= all in an attractive, full-color
gamebox
‘The FIGHT IN THE SKIES Society is a
testimony to the game's popularity, en-
compassing approximately 85 members.
with @ tradition going back to its found-
ing in 1989. The society's purpose is 10
Promote the play of FIGHT IN THE
SKIES through games by mail and tour-
naments held at regional gaming con-
March 11,1981
An Open Letter to
Frank Mentzer
RPGA™ Coordinator
POB 509,
Lake Geneva, Wi 53147
Frank,
Best of luck to you and the RPGA™
team in the near future! The Association
sounds like a great idea anc | hope it will
be successfulin promoting mature com-
petition and fun,
| don't know if you know what has
happened to TOP SECRET™gamo in the.
past five years, so Il tell you (this gives
me a good chance to plug my product
and exercise my back-patting muscles)
Aiter being inspired by @ Halloween ver
sion of an obscure role playing game at
ISU (lowa State University) in 1975, |
started to write. Leading a pack mule
underground with a bunch of greedy,
blood-thirsty humanoids just
didn’t excite me too much at four in the
‘morning. 1 wanted something | could re-
late to. Shadowing coeds on campus,
‘opening mailboxes, and searching lab-
orators by flashlight are far more pro-
ductive. Besides, !'@ had a childhood of
Maxwell Smart, "Mission: Impossible,
and"! Spy,
ventions (Including the society's annual
games at the GEN CON® convention
each August — an event that itself dates
back to 1968). The socioty currently has
approximately 18 gamesbeing conduct-
fed by mail, and the society's bimonthly
newsletter, AERODROME, has pub-
lished over 80 issues — and is still going
strong. The FIGHT IN THE SKIES So-
ciety’s history and the loyally of its play-
crs reflect the unusual appeal this game
has for its players. This illustrious group
will place itself alongside the RPGA™ ef-
forts to promote the game by increasing
its popularity and providing the oppor
tunity to play and compete in events
nationwide,
The FIGHT IN THE SKIES concept
had its beginnings in 1967, when the mo-
vie"The Blue Max” inspired.creation ota
game on WW | aerial combat. Three pho-
tocopied editions of 25, 50, and 100 co-
pies (respectively) gave gamers their
first taste of it, and they wanted more,
The 4th Edition was published in 1971 by
Guidon Games, and after the demise of
that company TSR Hobbies published.
the Sth Edition in 1976, with the current
game being the 6th Edition. all through-
ut its history, the FIGHT IN THE SKIES.
game has evolved inta a more realistic
and widely played game.
One of the game's most interesting
traditions is the fact that it has been a
partof every annual GEN CON® gaming
convention each August, The FIGHT IN
April Dancer, James Bond, Emma Peel
and llya Kuriyakin were far more believ-
able to me than Conan or Bilbo or Fathra
or Elric. So, from a video background
anda childhood of mimicry and making
people believe | was someone else, the
TOP SECRET™ game evolved. Mike Cart
was immediately encouraging, Allen
Hammack would later carve over 200
typewritten pages into an editing mas-
terpiece of 64 printed pages, A module
was needed, so | practically stole Mike
Carr's instructions for D&D® Module 81
(take a look at it sometime, and substi-
tute “Admin” for "Dungeon Master’, or
"Human Target” for "Monster’). After a
year of gametesting and eighteen
months of editing, the TOP SECRET
game was published in February of 1980.
Orders from the Hobby Industry of
America show in Anaheim and the Toy
Show in New York helped the first print-
ing (10,000 copies) to evaporate, The
second printing ran out in three mnths,
‘The DRAGON™ magazine started carry-
ing "The Rasmussen Files” and printeda
Missile Mission”, In late 1980 (or was it
early 19817). Games Workshop of
London chose the TOP SECRET game.
as the Best New Game of 1980. (I hope
the players in the USA follow this exam-
ple of good taste at Origins '81.)
12
Volume I, No. 1
THE SKIES Society's annual “Dawn
Patrol” is played each year at:30AMon
the Saturday of the convention. This
year is no exception, as 80 players will
take to the skies on the morning of Aus
gust 15th for this traditional event, hel
at the UW-Parkside campus outside Rat
cine, Wisconsin, This classic event is
only one of the seven FIGHT IN THE
SKIES games scheduled as part of the
1981 GEN CONE convention and is the
longest-running annual eventon thecon-
vention schedule. An RPGA" event will
also offer FIGHT IN THE SKIES players
{an opportunity to compete in a sancti=
foned game, with prizes and scoring in
the RPGA™ tradition. It's only the start!
What does the future hold for the
RPGA™ FIGHT IN THE SKIES players?
Well, first off — increased exposure of
the game and the opportunity to meet
many new players. Adg to thal the series
of tournaments the RPGA™ sponsorship.
will make possible at national gaming
conventions, the articles and coverage
available in the RPGA™ newsletter, plus
the chance to place your own pilots ona
national listing of Aces, and you can see
that there's pienty of exciting things in
store! I'm looking forward to supporting
the Association in any way | can — and
to meeting you in the skies over the
Western Frontat an RPGA”™ event, In the
meantime, if you haven't played the
game, | hope you'll give it a try. Until
then, KEEP EM FLYING!
What next? Watch DRAGON mage-
zine for more “Rasmussen files” and
mini-modules. TSA Hobbies wants meto
vwritea new beginner's module to replace
Sprechenhaltestolle. TSR is also looking
formore advances mission modules ike
OPERATION: RAPIDSTRIKE trom good
imaginative writers. THE SPACE
GAMER would like me to write an article
‘on how to combine the TOP SECRET
game with TRAVELLER, Even Dave
Cook's CRIMEFIGHTERS rules, from
DRAGON magazine #47, had a lot of
“transferrable” intarmation and tasted
like a new spin-off to me. Well done,
Dave! Such fresh role playing concepls
are needed
"il be trying to appear at regional con
this spring and summer. Gen Gon® xiv
‘game convention is my major target this
‘year, unless those royalty checks get
heavier soon. | should be able to attend
any RPGA™ Meetings, TS Seminars, and
Tournaments there.
A few ramblings before | stop trans-
mitting:
Why don't more RPG authors have
more than one system on the markel?
Are they t00 busy to develop anather,
just uninspired? { would guess that even
the best idea must be marketable, ari
won't see print. Madule writingisa temp:
tation, too.Summer, 1981
GEN CON® SOUTH
REPORT
Jacksonville Beach, Florida: On a mild
Wicekend here in early February, over
850 hobby gamers descended on the
Ramada inn to play DUNGEONS &
DRAGONS? games, war games, board
‘mes, and many others
A highlight of the events here at the
‘ith annual GEN CON®* South game
tonvention, held on the weekend of Feb-
Tuary 6:8 1981, was a large battle of mi-
flature tanks on "The World's Largest
Snr Tabe"—thebeacholthe llanticOcean!
Payers maneuvered their forces in a
large outdoor game of TRACTICS (pub
Ished by TSR Hobbies) 3
The convention was run by the Cow-
ford Dragoons, a local game club, and
co-sponsored by TSR Hobbies, Ino. TSR.
presented over $300 in prizes to the
Winners of he ADVANCED DUNGEONS.
SDRAGONS® Open Tournament, which
Sew over 200 players of all ages. Many
Playing aids for AD&D games were giv-
fmaway as prizes along with donations
ffom other companies, including lead
miniature figures from Grenadier Mod:
fls and Minifigs, paint brushes from
Polly-S, and thirleen RPGA™ Member-
ships.
Is anyone else tired of seeing magic
fad swordplay role playing games, in a
Tantasy medieval setting? What about
fame more fresh directions with mass-
huzrket appeal, but more role playing
themes and settings to choose from?
Winat about the modern era, and less-
than-mortal combat in interactions?
“Winat about professions?
Where are the females? I'd like to see
“more writers and artists of the female
ender. What keeps them away from role:
playing? What do they want in gaming?
Has anyone done a survey on likes and
dislikes?
Since the TOP SECRET gamehas sold
{yer 20,000 copies in its first ten montns,
you can bet that TSR is interested in
more of the same. | have talked to Mike
Carr about this, and have a few RPG
doas sill stacked away in my files. Of
course, any further details would ruin
the surprise and as usual, such intorma-
Vion is classified TOP SECRET!
Surreptitiously,
Merle M. Rasmussen
The Administrator
‘The top winner of the tournament was
Matthew Rupp of Auburn Fantasy Ga~
mers, a club based in Alabama. The oth-
‘er winners included:
WINNING TEAM
Steven Berger Forest Park, GA
Martin Chytil Independent
Michael Etheridge Forest Park, GA
Eric Forsman Independent
Bruce Petlibone _independent
Dwayne Smoot _Independent
RUNNERS UP
Kim Humphreys St. Lucie County
Wargamers
Carl Lum SOS (Sun Coast
Strategists)
David Mazzoll PSD (Psychadelic
Ducks)
Mike Stonebraker PSD
Mike Thompson SCS.
RogerW. Werder SCS
A unique aspect of this convention
was the extensive club participation. At
most game conventions, individuals
‘compete for points and prizes. Here in
as
13
Florida, however, clubs attended and
played as groups, closely watching the
mputer-assisted tallies of club points
n each category (role playing games,
war games, board games, and others).
The rivalry was fierce, and cheers and
groans were often heard as the "best
Overall club” totals changed at the corr
pletion of events. The clubs represented
In the tournament included
‘Angrenost
‘Arioch’s Chosen
‘Auburn Fantasy Gamers
Berkely Games
Courts of Chaos
Cowford Dragoons
Grobie Droogs
Dragons Den.
Fantasy Unlimited
Forest Park
Gold Coast Lancers
High Lords of Fantasy
Indialantic Toy Shoppe
Jacksonville Brotherhood of Thieves
Leviathan
MAGIC
NWF (Naples Wargame Federation)
Orange Park Wargamers
PPAP (Push, Pull, & Pivot)
Round Table Association
St Lucie County Wargamers
Florida Sun Coast Strategists
Tampa Optics
Uot Florida Simulated Comba
Uof Miami ROTC
Uof Central Florida, Orlando
Uf South Carolina
Wardens of the Gem
Wasted Knights
The GEN CONS South convention VI
will be held next year in February. For
more information, write to: GEN COI
‘South Convention VI, POB 16371, J
somille, Florida $2207,
3 ClubThe creation of the Gamma Worl
concept was a very real attempt to com-
bine the already popular ideas of fantasy
role playing with all of the interesting
aspects of science fiction. When | was
introduced to the D&D* system in the
seventies (and itis hard to believe that it
was only 7 years ago) I continually found
myself wishing to have items and inven-
tions that could never have existed in the
medieval settings that lconstantly founa
myself gaming in. Every anceand awhile
Iwould be given a taste of such things in
anon D&D way. | thinkitwas in Gary G's
game, when | was able to acquire a 46
ray gun, that | realized that such things
were possible — if rules would allow for
their balance ina game format. | created
Metamorphosis Alpha in response, and
the Gamma World game later evolved
with the help of Jake Jaquet.
Inworking with the Gamma World sys
tem, there are many features that are
similarto the D&D and AD&D" systems,
One can immediately notice the armor
class, oF the dice of damage that wea-
ons do, as coming straight aut of fanta-
syrole playing games. Thebody’sinher-
ent powers (strength, intelligence and
the like} are familiar to both games,
These and other TSR™rale playing con-
cepts had proven themselves, and they
were used in the Gamma World system
The difference comesinthe subject mat-
ter and its treatment.
The scenario upon which the Gamma
World game is based isa simple one: the
whole earth has undergone a conflict,
which spread destruction and radiation
over everything. Amid this destruction,
man and new intelligences are strug
gling for dominance in their respective
#8. The rules booklet briefly outlines
agroup of technological items left by the
‘Ancients", which prospective players
can learn how to use, helping them 10
rise above their environment, The rules
also present groups of physical, mental
and plant-ike mutational powers that
make the beings of this new earth strong
enough to survive the grim setting in
which they grow up. Mental powers (lke
telepathy and empathy) allow for com-
munication between specie that have no
verballanguages. Physical powers like olec~
trieal generation oF sonic blasts) makes
for interesting combat against items like
attack robots and powered sults of
The game has existed for over a year
now, and is one of TSA's success stories
for Several reasons special to itsel!,
Many Dungeon Masters have picked up
the system so they can liven up their
campaigns with some of the monsters
and some of the items of technology.
Volume I, No. 1
SCIENCE FANTASY - A ROLE PLAYING GAME
WITH A DIFFERENCE
These were designed to balance each
ther, ang Ihave seen them wark in sev-
eral different types of role playing
games. The concept of a complete being
at the beginning of the game — not in-
creasing in powers — has appealed to
wargame spirit of many players; they
look at Gamma World charactors as a
real challenge in survival. In the Gamma
World system, one gains power through
material acquisition and picking up
Knowledge of the working environment
There are greater possibilities for variety
inthe system, while D&D players are on-
couraged to create their own monsters
‘and items, the existing ones are easier to
use and work with. The Gamma World
foterse is forced to work a little harder
because of the practical need to create
continually mutating beings and situa:
tions, In a GW environment, the influ-
fence of radiation and mutations is. 50
strong that it creates an ever-changing
series of scenarios, resulting in fast-
paced games with a highly lethal flavor
more than in most D&D campaigns
Finally, the societies that exist in the
game have created an ever-changing
‘Game flow that is unique to the GW sys
tem. In Gamma World, as in real ite,
there are power groups that work for
dominance. not only in their habitats but
1 areas far removed from theit local sit-
vation. When groups like the Knights of
Genetic Purity (who fallow a doctrine in
which pure-strain humans are consideres
by JAMES A. WARD
the only intelligent race fit for life on the
face of the earth) and the Radioactivists
(a group worshipping the desiructive-
hess of radiation and its mutational et-
fects) come together. it makes for unu:
sual action that works behind the scene
ofthe normal playerinteraction. Because
Of these groups, the normal actions ot
the players from day to day become
changed. We no longer see players al-
lowedto enter areas o look for treasures
(sometimes finding it amang the ruins)
and safely coming back home. They
must meetana face pressure fram groups
that will often resent the way the group
looks, the individual members of the
‘group, oF what they are carrying. These
ower blocs allow the referee to have
‘even more interplay within the role play:
ing system (for more fun at the same
time),
Think what appeals to me most in the
game isthe ability to use thepresentand
its environment for encounters that the
players come across, When I have them
fun into a restaurant or office building, |
just think of examples that Ihave been
and it becomes easy to judge the situa-
tian, A case in point was a bit of action
‘where the players ran across a small ar-
mary that was left untouched by the in-
fluence of the “Ancient” wars. |had been
very familiar with armories that my father
‘worked in while | was a boy, and the one
my players ran into became the one to
which |had gone to see my ather. knew
where the supply rooms were and the
offices ang the like, and I was able to tell,
them what was there, even though |
hadn'twritten any of that down. This sort
Of “use of the present” makes judaing
the game much easier. There is a small
drawback, however, in that players are
trying to use their “real life” knowledge
in the game format. It is important to
game balance to not let people use fire-
arms or the like just because they have
seen them used by otters, or because
the present day use of such things is
easy torus. Thedriving ofacarisan easy
process far mast of us, but when all of
the factors and variables are given to 8
Person not directly familiar with this
modern day culture, the task would be:
Come all but impossible. The same con:
‘cept must be used in the Gamma World
setting. Beings cannot be allowed to di-
rectly use technology unless they have
spent the time and effort to learn all of
the important processes of the items
under question.
Probably the most frequently asked
question on Gamma World that comes
across my desk is “What should | give
player characters, and where shouldSummer, 1981 HEADQUARTERS
they start out?” This question takes
(9 retain their nd
when players indsuch tems they should
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