White Dwarf #50

How do you review a 40 year old magazine?  The same way you review a brand new one.  You think about the articles, and what they say.


White Dwarf #50 has some interesting ideas.  

The first article is about using Red Tap in a game of Traveller.  How you might ask?  Make up a bunch of forms, make the players's fill them out, then fill them out again and again.  Lock them up if they fill them out wrong.  Lock them up if they fill them out right.  Occasionally if the PC's annoy you as the GM, throw some red tape in their way, and make them follow the path you want, or not.  They are PC's by the way.

The next article is a little about playing Clerics in D&D.  This one was interesting.  The early years of D&D and AD&D were all about trying to figure out what these games are/were.  This one still holds useful information today.  Too often clerics are seen as middling fighters, who exist to heal people when things go badly.  I like the ideas presented here of using the modern idea of evangelicals who go about preaching the word of the God, as being the kind of cleric you should play in D&D.


Oh, and just in case you weren't aware.  The letters section is full of people sitting behind a typewriter, and telling people they are wrong.  The technology might change, but the trolls have always existed. 

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