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August/September Fantasy Issue Publisher: White Wolf Publishing Editor-in-Chief: Stewart Wieck Assistant Editor: Stephan Wieck Art Director: Richard Thomas

Advertiser Index Alacorn ............... . ......... .. .... .... ..... . . . .. . .... 40 Ark Royal Garnes ................. .. . ... ..... .. ... . ........ 30 Blue Panther Enterprises ..... ...... ... . . . . .. . .. . ...... . . . ... 12 Classified Information .. .. ....... . . .. ...... . ... .. . . .. . . ..... 45 Cosmos Creations .... ....... .... . . ...... .. ... .. . • .......... 39 Creative Keys .... .. . . ......... . . . . .. .. . . ... . ... ...... . .... 38 Cutting Edge Games ....... . .. ....... .•.. .......... ..... . ... II Cyborg Games .. ............ .. ... .. .•.......... . . .. .. ..... 47 Empire Wargames .. . ... . . .. ... .. .. ..... . . . .. . .. .. .. . ... ... 10 Emprise Game Systems . . .. .. . .. .. .. ... . .. .. .. .. . .. . ... .. ... 25 Enchanted Horizons . . . ....... . ...... . .. ...... . . ... .... ... . . 42 FASA Corp. . . . . ......... .. ............ ... ........ . back cover Flying Buffalo . . . . . . ... .. ... . ... .. ..... •• ... .. .. ........ ... 5 I Games by Mail .. . .............. . ............ . .......... . . . 31

Game Designers' Workshop .... .... . . . . . ....... . . .. ... 21 Games Without Frontiers . . ..... .. ...... . . .. . . . . .. . . .. . _ ..... 57 GAMA ... .... .. .......... ...... . . .. .... . . . ... .. . ........ 63 Gamescience . . ....... . . . . . .... . . .. . ... ... . .. . . ..... . . ..... 35 Graaf Simulations .. . . ... _ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Hastur Hobbies . ...... ... ..... . .. ... .. ................ . .. ... 2 Heathen Thorn .... . ... . .. ....... . .......... . ... . .. ........ 12 Koplow Games .... ..... _ ........ . .. ....... . .... .. .. . ... ... 22 Lance and Laser ........ • ...... . .. . .. .... . _ . . . . . . . . . . . . . . . . 13 Lion Ramp-ant .. ... ... . . . ....... . . •............ . .. . ... .41 & 62 Mail Games, Inc. . .. _ . ... _ . . .... . . . . ... ... .. . ..... . ....... . . 3 Marquee Press . .. ... _ ............ .. .. ....... .. . . .......... . 64 Mayfair Games ..... _ .. .. _ ..... ... . ... .. .. . ..... • .. ... .. 5 & 37 Midnight Games ....... .. ...... . ... _. .. ....... . ......... .. . 44 Other World Games .. . . .. •. .. . ...... ... .... . ..... _ .... _. . . . 19 Paper Tiger ............................... _ ..... . ........ . 40 Pegasus Productions ....... _• . . . . . .. ... . _ ....• _ . ..... . ...... 55 Quest Games ............................ ... __ . ... . ... . . ... 46 Omnigon Games ...... . .. . _ .... .. .. . .. ..... . ... . ..... . . . ... 59 R. Talsorian Games ... . ... . _ ......... . ... . ... . . inside front cover Ral Partha Enterprises .... . ... ...... . . ... .. .... ...... . ... 49-52 Reality Simulations Inc. . . . . .. . . . . .... .. _ ... ... .... . .. ....... 46 Shield Maiden .. . .. ........ _. .... . .. .. . . . . . .. ... .. ........ . 23 Steve Jackson Garnes .. ..... __ .... . . ... ... ....... . . . .... . .. . 60 TSC ... . ..... .. . . . ...... . . .............. .. .... . . . .. . .... 54 TSR, Inc. . .. . . . ....... . . ... ... _. .............. inside back cover Twenty-First Century Games . .... . . . ...... . ..... ............. 29 Twin Engine Gaming . .. . ....... . ....... .. . . .... . ..... . ... .. 30 Waterford Publishing ..... .. . . . . . .. . .... .. . .... _.. . ........ . 43 White Wolf Publishing ... ..... ... .... ...... . .... ... . ... . 17 & 27

Cartographer: Ken Cliffe Cover Artist: Ed Graves Editing Assistant: Lisa Stevens Staff Writers: Ken Cliffe and Jim Trunzo Printed in the United States of America. RUNES ........................... . ................ 2 by Stewart Wieck; The editor-in-chief reports the results of the Reader Survey printed in issue #20. From the Pack ...................................... 4 The debut of the new letters page. Making it Generic ................................... 7 Details of the new system we will use to provide game information in a generic format. ADVENTURE -- Class Reunion ....... . ........... . ... 8 by Thomas Rankin; A one-on-one fantasy adventure. What will the hero fmd when he retums to his home town? Classical Magic . . ..... . ................. __......... 14 by Jerold M. Stratton; A spell point system to complement the current AD&D spell system. Tabletop News ..................................... 18 by Ken Cliffe; Figures of two typical kinds of fantasy monsters are reviewed. People of the Land ......................... . ........ 22 by Greg Stafford and Sandy Petersen; The Scorpion Queen Bagog for use with Runequest . On Your Mark ..................................... 26 by Stephan Wieck; The winners of our magic item contest and the announcement of a new contest. WANTED ......... ....... ....... . . ................ 30 WHITE WOLF Magazine is looking to expand it review sections and we need your help. The Golden Ship ................................... 32 by Lisa Stevens; An adventure for use with Ars Magica. Can the magi discover the secret of the Golden Ship? PBM Game Reviews ................................ 42 by Stewart Wieck; Reviews of two play-by-mail games. PBM Corner ....................................... 45 by Werner Freitas; The moderator of Out Time Days examines role-playing in PBM games. The Scope of Magic ................................. 48 by Benjamin Robbins; New magic spells from an elven school known as the Loft . Feature Review: Legendary Lives ... .... .. ............ 54 by Stewart Wieck; Marquee Press promised an intuitive game system in their new FRPG, and they delivered. Capsule Reviews ................................... 56 by various authors; Short looks at five new game products from five different companies. The Silicon Dungeon ....... ........... . .. .... . ...... 58 by Jim Trunzo; Three new computer RPGs are reviewed. SF games seem to still be dominating the market. On the Horizon ....... . .... ......................... 64 Information about the features of issue #23 .

WHITE WOLF Magazine (ISSN 0897-9391) is published bi-monthly by White Wolf Publishing. The mailing address for all items is: White Wolf Publishing, 1298 Winter Pl ace, Anniston, AL 3620 I. The phone number is (205)-835- 1059. WmTE WOLF is distributed through subscription and distribution services throughout the United States. Canada, France, England and Germany. Overseas subscriptions are available. All subscriptions are priced as follows : any U.S . address= $22, any Canadian address= $32, overseas via surface mail= $45, overseas via airmail= $80. AU rates are for twelve issues. Checks or moneyorders should be made payable to White Wolf Publishing. Subscribers are given constant notification of the last issue of their current subscription by the number following their name on the address label. WHITE WOLF Magazine and White Wolf Publishing are both copyright White Wolf Publishing. All material printed in these pages is the exclusive property of White Wolf Publishing unless p-rior arran,,"1llents have been made with the author/artist. None of the material may be reproduced in whole or in part without prior written pennission from the publisher. Third Class postage is paid at Carrollton, GA. Postmaster: Please send address changes to White Wolf Publishing, 1298 Winter Place, Anniston, AL 3620 I. The mention of or reference to any companies or products in these pages is not a challenge to the tnidernarks or copyrights concerned.

2. Every issue of WHITE WOLF Magazine is read by 1.8 people. TIlls makes the total readership anywhere from 15,000 to almost 20,000 depending on the issue.

by Stewart Wieck Well, loyal readers, the results of our Reader Survey have been tallied and I'd like to report the results here. Elsewhere in this issue you will find many of the letter that people enclosed with their survey responses. Consider that letter column the official launching of a permanent letter column for the magazine (because of the survey results). If you did not send a survey, or have anything more to say, please write so we can keep that letter column full of opinions. Below are the tallies of the results. Some people did not answer some of the questions. We handled this in different ways for each section. In the cases where ratings were given, we simply added an extra 3 (average) into the computer. When a person indicated that he did not read a certain section of the magazine, we made note of it and then did not consider part of the total when we divided to reach the final average rating. In the cases of choosing favorite covers or issues, blanks were just ignored and the percentages show the results with "x" less people. 1. 84% of the respondents subscribe to WHITE WOLF Magazine.

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3. Most of the respondents have been with us a while since they have read almost 10 copies of the magazine. Favorite issues varied widely. Issues which could not tally at least 1% of the vote are not listed. Values are rounded normally (yes, believe it or not, a few of the B&W issues prior to #8 received some votes). #8=12%, #9=11 %, #10=6%, #11=13%, #12=4%, #13=2%, #14=4%, #15=4%, #16=15%, #17=7%, #18=4%, #19=7%, #20=9%. 4. Each reader owns almost 9 RPGs and plays 3.25 of them. 5. The percentage of WHITE WOLF Magazine readers who play each type of RPG genre are: Cyberpunk= 29% Espionage= 14% Fantasy= 94% Horror: 30% Science Fiction= 54% Superhero= 39% 6. The average reader of the magazine spends $41.72 every month on game products. 7.40% of the readers buy theirRPG products exclusively from local shops, 6% use mail order only and the remaining 54% use both sources. 8.55% of the readers have purchased a product because of ads they saw in WHITE WOLF Magazine. 52 % of those who purchased a product because of an ad ordered the product through the mail. 9. Reviews in WHITE WOLF Magazine have prompted 49% of our readers to purchase or playa game. 27% have not purchased or played because of a review, and 28% say that they have not been influenced by reviews. 10. 75% of our readers own a computer and 72% play computer games. 11. Most readers of WHITE WOLF Magazine also read other game magazines. Challenge= 18 % Dragon= 81% Dungeon= 53% Flagship= 8% GM=7%

Paper Mayhem= 16% Strategy and Tactics= 2 %.

Quest

12.70% of our readers were familiar with PBM games before reading about them in WHITE WOLF Magazine. Of those who did not know of them, 64 % said that they do now. 37% of ourreaders now play PBMs as opposed to 24 % before reading WHITE WOLF Magazine.

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13. The art and layout of the magazine were rated as follows (l is the lowest, 5 is the highest): cover art= 3.59 interior art= 3.04 generallayout= 3.73 advertisements= 3.36 14. Sections of the magazine were also rated (same scale as above). The percentage given is the percent of readers who do not even read the section in question. The rating is based on those who do read the section. Adventure Scenarios= 3.76 (6%) Capsule Reviews= 3.83 (6%) Demon Killer serialization= 3.27 (35%) Feature Reviews= 3.67 (5%) On Your Mark= 3.57 (22 %) PBM Corner= 3.77 (42%) PBMreviews= 3.96 (42%) People of the Land= 3.30 (23%) RUNES= 3.52 (14%) Scope of Magic= 3.76 (6%) Silicon Dungeon= 3.50 (30%) Tabletop News= 3.29 (39%) 15. The percentage listed indicates how many people would like to see the feature in question in the magazine: Convention Listing= 50% Fiction= 57% Letter Colunm= 73% The remainder of the questions were asked purely to satisfy the curiosity of the staff. The results are too varied to report here. (Though 52 % of you would like to see a Be..'5t of WHITE WOLF Magazine).

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Our Conclusions Next issue, I will report the decisions that we have made based on the results of this survey. Until then, enjoy this wonderful fantasy issue of WHITE WOLF Magazine.

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...

From the Pack Here are a few letters which we selected almost at random from those we received along with the Reader Surveys. They express a variety of viewpoints and should interest you.

Don't Underestimate Reader Intelligence Dear WHITE WOLF Magazine, You need to focus on more intricate aspects of FRPGs. Concentrate articles on alignment systems, spells, city encounters, governments, etc. Also, please do not ever underestimate the intelligence of the readers. (Dragon Magazine does this and some of us readers do not like to read articles on a third grade level.) Please try to reach a more adult audience. Another difficulty that magazine has is that it's so diversified. This insures that only about 20% of the magazine will cover anyone given interest. Why should a FRPer want to have 80% of bunk. If you covered more generic aspects of the games, the articles could cover all RPG systems. David Wolf

[For some reason it seemed appropriate to start this section off with David's letter ... I disagree with your contention that only 20% of the magazine is useful to a player of a single game system. In most cases, material which does not exactly suit your game of preference can be converted and still used. However, I do agree with the need to communicate on a level above grade school. One of our goals from the beginning has been to treat readers as equals. The only place you'll find denigrating remarks is in the Contributor Byline section, and "mere" writers and artists are talked about there (though presumably they take the pokes in good humor). -- Stewart Wieck]

Articles a Good Way to Introduce Games Dear WHITE WOLF Magazine, Okay, a few short comments. First, please understand that I like your magazine: I wouldn't have subscribed otherwise. I hope that it

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does well and that you continue to offer broad coverage of the role-play hobby. Yours is not my favorite magazine, as Dragon and White Dwarf tie for that honor; but WHITE WOLF Magazine is certainly worthwhile. With that in mind, let me say what I liked best, first. I subscribed because I liked WHITE WOLF Magazine broad coverage of the RPG hobby. I've been RPGing since 1975 and I'm always looking for new ways to broaden my experience. Yours is the only magazine in which I can expect to read about lesser-known but still interesting games, such as Talislanta, Jorune, and High Colonies. These articles and modules have sometimes prompted me to give a game a second look when I'm in my local hobby store. Of these articles, the best have been those that have given me a picture of the game's universe, even if only in the form of background for a module. A couple of the Segment Jorune articles were like this: the glimpses of the game world were enough to intrigue me into buying the game. This is much more interesting than reading articles that are nothing more than rules additions. An example of an article that did not intrigue me was a recent (issue #15) adventure for the Manhunter game, the Turzig Jousts. The plot and set-up themselves were interesting, but at the end, there was nothing in it that convinced me to play Manhunter. The adventure would work as easily in GURPS Space or SpaceMaster. I'm glad to see Demon Killer ending: it's really been awful. More reviews would be nice, and it would be helpful if the reviewers would state their criteria for judging a product. Also, how many times do your reviewers play the game in question before they review it? A letter's column would be nice, too. My only complaints about WHITE WOLF Magazine have to do with the number of typos (too high for a professional magazine), and with the variable quality of the module offerings. The recent Call of Cthulhu was excellent, while Splendors of the Past was horrible. I hope for more consistently high quality in the future. Anthony Ragan

[Our reviewers play the games as many times as possible before preparing reviews. Depending on deadlines, some of the Capsule Reviews are written without ever actually playing, but at least generating a character, trying a mock combat, etc. In the case of the Feature Reviews, we expect the reviewer to do more. As most of the reviews are written by yours-truly, I feel I can prepare an accurate review simply based on the number and variety of game systems I am familiar with. -- Stewart Wieck]

Relishing the Role too Much Dear WHITE WOLF Magazine, I feel that WHITE WOLF Magazine is a mixed blessing. Its great strength is that it presents a wide variety of imaginative material (adventures, traps, magic items, monsters, other ideas). Its great weakness is that it seems to relish its role as an unbiased critic of other groups ' products to the point that the critiques take too much room from the imaginative material. Most people are pretty much content with the roleplaying systems that they've already found. Few people need the in-depth critiques that you are producing; if they need a new system, they generally talk to friends. I was impressed by the werewolf "module" in issue #18. Unlike a fully detailed module, it was not specific, which allows a DM to use the (good) material presented to make a module specific to the party, without ruining the careful tuning of a pre generated module. More of these would be nice; the number of possibilities for such modules are incredible! I like your modules in general. Even when they aren't written for one of my systems, I can use them for ideas and to get a feel for the system. For instance, your Call of Cthulhu modules have given me a feel for the system, and I am considering joining a campaign. A module for a new game system is better than a critique, so how about a short adventure if you really want to show us a new system? Don't take this as a call for less variety. You're doing a great johof presenting new and interesting ideas. Abner Mintz [Glad you liked my werewolf story for issue #18. If you like that sort of format, then you should really love the series of Campaign Books that we will be releasing soon. These books provide the same sort of information-in-brief as "Light of the Silvery Moon," but instead of material for a single adventure, there is enough information to run six complete campaigns! We may utilize this idea in the magazine more in the future as well. Also~ see "On

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Your Mark" in this issue for more of our plans along these lines. -- Stewart Wieck] Dear WHITE WOLF Magazine, I have enjoyed your magazine for the dozen or so issues. The fiction serials, both "Demon Killer" and "The Moon of Skulls," were especially enjoyable. The serialization gives the writers a chance to expand the story a bit more than the usual one issue short story. I really enjoy this since lately I've been unable to find time to read novels, and I enjoy the development that is not often found in three or four page short stories. The "People of the Land" also receives my full attention. I particularly enjoy the depth of detail that these articles contain. Alan Schmidt [I originally had the same idea about our serializations, but have to agree with the majority of readers who felt that Demon Killer was too long. Perhaps I should have made longer installments in fewer issues. -- Stewart Wieck]

The J orune Story Dear WHITE WOLF Magazine, I added a rating for the noticeably absent "Segment Jorune" section under your question #14. Maybe I missed an announcement as to why you are no longer carrying this section, but you should know that its presence was one of the main things that first attracted me to your magazine. I hope that, if possible, you will resume its publication, or barring that, at least explain why it has been discontinued. Matthew Gabbert [No, you didn't miss an announcement concerning Segment Jorune, and I don't know why we haven't said something about this until now. We were very pleased to be able to make the space available to SkyRealms Publishing, as everyone on the staff is a fan of Jorune, but it got to the point where we 1) could not justify giving eight pages of the magazine to SkyRealms and 2) we were being queried by other companies to gain a similar position with the magazine. We are aware that many readers are interested in Jorune and are currently making an effort to get a couple more articles from SkyRealms. - Stewart Wieck]

Making it Generic In an attempt to make our fantasy adventures truly generic, we have decided to use the following terms to describe characters and monsters. In some cases, statistics may not even be necessary. For example, if an adventure involves orcs, the text will simply inform you how many orcs there are and then you can use the statistics of the creatures from whatever game system you use. If you have any suggestions concerning this method of description, please let us know. We will gladly implement any changes that will make it more easy to understand.

Attributes Appearance, Coordination, Endurance, Intelligence, Speed,

Strength. Each attribute will be rated with one of the following terms: Poor (P), Below Average (BA), Average (A), Above Average (AA), or Excellent (E).

Character Class Priest, Rogue, Warrior, Wizard, or Monster. Ability in each ranges from least skilled to most skilled as follows: novice, adept, veteran, expert, champion.

Important Abilities Any important skills or abilities that the character possesses.

Favored Weapons They will be listed in order of preference (ie. ability), ego broad sword, knife, short bow, battle axe. For monsters it could be claw, venom,etc.

Equipment Weapons and armor plus mundane supplies. For monsters, an armor equivalent will be given.

Special Possessions Magical items, valuable treasures, important items (eg. the king' s signet ring).

Motivation On what does the character focus most of his energy during the action of the adventure? ego revenge the killing of a brother, find a wizard to help destroy a magical beast, etc. For monsters it could be as simple as "survival."

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Class Reunion a FRPG adventure for a pregenerated character and one gamemaster by Thomas Rankin This fantasy adventure is intended to be used as a one-on-one scenario. Use it some weekend when the entire group can't get together by inviting over the best role-player of your group. This adventure is very role-playing oriented, 'though it does contain a climatic battle between the character and his old instructor (who's been slightly altered). Start things by using the "Making it Generic" article to convert the following character to the game system you desire. Then tell the player the infonnation related under Background, below.

The Character (JerriO Attributes: Appearance: AA, Coordination: A, Endurance: AA, Intelligence: AA, Speed: A, Strength: AA Character Class: Veteran Warrior Important Skills: dancing, horsemanship, perception, tracking Favored Weapons: sword, spear, two-handed sword, shortbow, hand-axe, sling Equipment: two-handed sword, shortbow, 24 arrows, substantial amount of money (on par with a modest merchant), riding horse, saddlebags Special Possessions: 4 flare arrows (will spread light in a 40' radius for four combat rounds if fired at the sky), jewel in the hilt

of his sword that allows the weapon to be wielded easily with one hand Motivation: return to Spruce for the militia class reunion and catch up on news from home

Background Jerrif grew up in the village of Spruce in a comfortable neighborhood where he had several friends and enjoyed a relatively carefree life. When he and many of his friends reached the age of 17, they entered the town militia, as was required by the town charter, for a period of two years. They all served their two years honorably and even repelled a major threat to the development of the town -- a band of outlaws had taken residence in a nearby forest, where they waylayed travelers, and tortured and killed them. Jerriflost a good friend in that fight, and he has ever since blamed that death on himself and his inexperience. A desire to excel with weapons resulted from that conflict, so when his two year tenn was up and the class "graduated" back to nonnallife, Jerrif decided to leave Spruce and look for adventures that would force him to develop his skills. His friends laughed at him and suggested that he simply remain in Spruce and take over his father's business, but Jerrifhad made up his mind. Now, ten years later, Jerrifhas received a message from an old friend in Spruce. The militia is holding a reunion for everyone in Jerrif's militia class. Jerrifhas put off returning to Spruce for quite some time because his parents

died in a fire seven years ago, but he has decided that now is the time to go. He returns the conquering hero, with several songs and stories to his credit, while his old friends have struggled through hard times in Spruce.

Reliving the Event Jerrif's ride to Spruce will be uneventful (unless you wish to devise some encounters of your own), except that it takes him through the forest where his friend was killed some years before. A chill runs down Jerrif's spine as he vividly recalls the events that took place there. Jerrif might dismount and walk through the events. If so, this would be a good time to surprise him with a boar or other animal. Jerrif recalls himself and the other militiamen sneaking up to the outlaw's camp. Their plan of a sneak attack is disrupted when all of them hear cries of horror and agony from the camp. A recently captured prisoner was being tortured by the mad outlaw leader for the pure sport of it! The captain of the militia, the Annsmaster Reynolds, battled the outlaw leader and slew him while the militia surrounded the other criminals. But the outlaws refused to be taken alive. During the ensuing melee, Jerrif's friend was slain by an outlaw who had stunned Jerrif and then attacked the friend from behind. When the battle was over, no one saw the incident, or at least no one blamed Jerrif, but he felt responsible nonetheless.

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Tell Jerrif that as he recalls the battle, he can almost see the shades of all the fallen warriors reenacting the events.

Into Spruce Jerrif will be surprised to find that the village he once guarded has grown into a full-blown town. A daily market and other wonders unthinkable in Jerrir's youth are readily apparent. Have Jerrif make a roll against tracking or intelligence or become briefly lost on the unfamiliar new roads. If he is lost, then he should encounter Nettle, an old tanner who once repaired the leather armor that the militiamen wore. He is obviously down on his luck (he lost his post when the Mayor exercised his power to appoint militia officer positions), and he will not recognize Jerrifuntil the character gives • • WAITE

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