The article discusses Halfling naming conventions and forms of address, as well as challenges faced by cartographers at the Imperial Cartographic Workshop including inaccuracies introduced by the god Ranald.
Halfling names often reference food or nature. They use terms like 'Mr', 'Miss', or titles to address others both in and out of the family. Nicknames are also common.
Cartographers at the Imperial Cartographic Workshop struggle with an ancient master map that is mysteriously altered by the god Ranald, introducing errors. Individual maps are also sometimes changed without explanation.
A WARPSTONE PUBLICATION
LEGION issue seven - june 2007
The reason many of these names do not seem exotic
HELLO to those that speak Reikspiel is because so many of Welcome to the latest issue of Legion. Something the names derive from familiar words. Of course, to keep you going until Warpstone 27 arrives on this is only to be expected for a race with numerous shelves and through letterboxes. meal-times and seventeen words for gravy. This issue brings you a varied collection of articles. Robert Rees' letter is the only proper letter The forms of address for Halflings are numerous and Warpstone has received in some time. While we varied. Each member of the immediate family is given don't have a letters page in Warpstone anymore, I a name and this extends out to close family friends think Robert's letter deserves to be printed. Not and neighbours. All forms of address are respectful. having a letters page remains one of the bigger The following list covers some of the most common. negatives in Warpstone, something only readers can do something about. Doc Otto is an NPC and Mr, Miss and Mrs: used as normal winning entry from our Talabheim competition. Mother, Matron: older woman Congratulations to Thomas Abballe; we hope he Father: older man enjoyed the prize. Robin Low's affectionate Curse Raan: brother- in-law of The Imperial Cartographers goes a long way to Uncle: paternal side; also, family friend explaining a lot of things about Old World maps. Santol: uncle maternal side; also, family friend My article on Halfling names was never finished, Aunt: paternal side; also, family friend but there is enough to give an idea of where I was Esme: aunt, maternal side; also, family friend going. Gongee: brother; also close friend We hope you enjoy Legion. We don't really Cisr: sister; also close friend get too much feedback on it, although the British Sinti: cousin; also a close family friend Library is most keen to see each issue; it regularly Coota: sister-in-law asks when the next issue is due. So this issue is dedicated to all those at the Library and the good In addition to being referred to by this title, if work they do. applicable, virtually all Halflings are given nicknames soon after birth and these are used more often than the real name within the community. This name usually WHA WHAT’S T’S IN A NAME? refers to a physical aspect of the baby, such as rosy HALFLINGS cheeks, smiling all the time, and so forth. Sometimes BY JOHN FO FOODOD ODY Y this name may be that of a relative they resemble. Halfling adventurers are likely to be embarrassed on Halfling names are often seen as cute or quaint returning home with comrades, as the family refuse because so many are associated with food and to refer to the brave warrior as anything other than nature, or the nicer side of life. This is true and Dimple. Halflings take great pride in their names, seeing nothing wrong with being named after a food or herb Halflings who gain a job title are called by such, and find little to laugh at in being called Sugar or whether it is Sheriff or Priest. This is considered a Suet. Surnames are commonly derived from family- great honour and is used even by close family (except traits whether these still hold true or not. This is why parents and grandparents). However, any titles they are usually so descriptive and indeed, many gained outside the immediate community or the Moot Halflings will know the story of their surname's origin. are seldom referred to. DO DOCC OTT OTTOO by Thomas Abballe In our Talabheim competition we asked readers to small flat and to buy second-hand materials. After detail a location or NPC in the eponymous city. only a week of intensive work, the first version of Thomas Abballe's afflicted Doc Otto was the winning "Doctor Otto's Elixir for Strength and Toughness" entry and we are pleased to present it here. was ready to be sold. However, in his arrogance, Otto deemed some side effects of his preparation OTT OTTO O LIENWEBER (DO (DOCC OTT O) trifling. Unfortunately for him, the porters who were OTTO) DRUG MANUF ACTURER IN THE OLD eager to test it didn't consider strong diarrhoea MANUFACTURER CITY insignificant. Otto managed to escape his wrathful clients, but was arrested a few days later for selling drugs without a licence.
4 31 26 3 2 6 41 Disheartened and penniless by an expeditious trial
and a huge fine, Otto found an unexpected helpful hand in the person of Maximilian von Goetzberg, a young and dissipated noble. Maximilian offered Otto 1 41 28 55 35 37 34 his patronage, in exchange for a percentage of the profits and in-kind advantages. Thanks to his money, Alignment: Neutral Otto was able to carry out research, and two months Skills: Chemistry, Cure Disease, Heal Wounds, Immunity to Poison, Manufacture Drugs (chemical), Prepare Poisons, Read/Write, Secret Language - Guilder. Possessions: Apothecary furniture. Quotes: "What you called side effects is no more than scoriae." "The drug would already be prepared, if you hadn't disturbed me."
Otto Lienweber was born in a small town
of Talabecland. Quickly, it became obvious he was too intelligent to be a farmer like his parents. So they apprenticed him to the local apothecary. Otto was an eager student, but his great abilities went to his head and he became arrogant and egocentric. The very day his master finally told him his formation was finished, he left the village and its "unsympathetic and jealous inhabitants". A few days later, he arrived at Talabheim. That was ten years ago.
He spent the little gold he had to rent a
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later a second version of the Elixir, without apparent side effects, was ready to be marketed. However, a Tib et: T ibet: he Role Pla The ying Game Playing licence was not granted. Each week, Maximilian by Brian St. Claire-King came to Otto's laboratory asking him for specific Publishe Publishedd by Vajra Enterprises Vajra preparations, cursing the slowness of Talabheim's Reviewe Reviewedd by Robin Low administration... and leaving with an increasing stock of Otto's Elixir. This review begins with an apology to In fact, Maximilian only wanted a private and devoted Vajra Enterprises apothecary, and not a source of profits: the Elixir he and Brian St. Claire- took each week was for his personal consumption. King, respectively Unfortunately the new mixture, if safer for intestines, the publisher and was also more addictive. As the months passed, writer of Tibet: The Role Playing Maximilian became more and more dependant on Game. A long time Otto's preparation. The over-consumption of Elixir ago, I offered to touched his mind and he became lunatic and quick- review a copy of the tempered. One day, as Otto asked him again why game sent to the the license was not granted, he exploded with rage, Warpstone fanzine, beat him and devastated the laboratory, leaving Otto and it has taken me for dead. He died a short time after of a crisis of far too long finishing this review (literally years). This apoplexy, during a fistfight. game deserves to be reviewed and it deserves good reviews, so I’m sorry this one hasn’t come much sooner. I should also say this is my first review of a When Otto woke up, he was lying in a comfortable core rulebook, so my weaknesses as a reviewer should bed, in a sober but neat room, and his injuries had not count against the game in anyway. been healed. A sinister man was sitting near him. He explained to Otto that he was now the property of Introduction the gang of the Wolves, and as such he was expected Tibet is set in the eponymous country during the to work hard, if he didn't want to be "thrown away". Communist Chinese invasion of the 1950s, the default And so started the career of Otto as a drug starting year being 1959.Officially, the Tibetan manufacturer: he prepares drugs, poisons and even government is in charge, but agreed to a slow conversion (‘liberation’ in Chinese parlance) to the famous "Otto's Elixir". Communism. The reality is that more and more Chinese troops occupy parts of the country and Otto has changed 'owners' three or four times in the actively propagandise, becoming increasingly hostile last eight years, but he does not care; the job doesn't to native Tibetans, especially those unwilling to convert. change. In fact, he cares about almost nothing. He tries to escape reality and his disillusions by taking Against this background, we are offered a setting in drugs and tries nearly all mixtures he has to prepare. which magic and karma, spirits and demons are real Now, Otto is mere skin and bone, 26 years old but and active parts of the life of the country and its inhabitants. A useful comparison is with the concept looking ten years older. Because of the fumes of his of the Mediaeval Paradigm of Ars Magica, where laboratory, he is nearly bald and has horrible skin what was believed during that period of history is infections. It also touched his mind: he suffers of representative of reality in the game. The same is true Soliloquism, Megalomania and light Schizophrenia. for Tibet, although GMs are still perfectly free to take a strictly realistic approach. The rulebook very effectively outlines the different approaches that GMs can take. Guerrilla warfare, political machinations and mystical activities, or combinations of each, are all within the scope of the game.
Organisation, Layout and Appearance
Tibet is a well put together book. Text is in two columns,
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the font size is large enough to give a clear, comfortable Karma is an interesting part of the game, and characters read, and is broken up by numerous pictures. The vast have a base Karma score and a current score that majority of the pictures are period photographs of fluctuates according to recent actions. It’s important Tibetans and their country, and are actually relevant to to realise that it is the effects and not the intentions of adjacent text – the setting and people are probably actions that affect Karma. An individual’s Karma affects brought to life more effectively than in many other those around him, influencing their own current Karma RPGs. What original art there is, is of a good standard. and helping benevolent or malevolent magic. Negative Karma also attracts the attentions of malevolent spirits. Every new heading throughout the book begins with a High Karma allows the performance of miracles. small grey box entitled ‘In Brief‘, giving a helpful summary of no more than a two or three sentences, The next step is choosing a character class. Classes in handy if you want quick facts or are looking for Tibet are more akin to careers in Warhammer Fantasy something in particular. There are also numerous black Roleplay, so calling them classes is arguably a mistake boxes with white text at the bottom of the pages that as it gives the wrong impression. Tibet’s classes are all give brief meanings of terms used within nearby text. about a character’s place in Tibetan society. There are This is very helpful if things have been described twenty-five in all, and range from the seemingly mundane elsewhere and you’ve forgotten what they were. (Farmer, Aristocrat, Craftsperson, Merchant) to the religious (Kahyupa Monk, Yellow Hat Monk, Nyingmapa There are numerous cross-references to other relevant Monk) to the magical (Mirror Gazer, Oracle, Sorcerer). parts of the book, with page numbers (I found only a However, this is not a game in which playing a magical couple of examples of page XX). The game has an character is automatically more attractive. Even humble excellent contents page and an index that works when I farmers have access to skills in divination, exorcism checked a few entries at random (although it’s not as and sorcery. Very cleverly, the designers have created comprehensive as it could be). Additionally there are a system where the points costs of skills vary between glossaries of Tibetan terms and game terms. classes: a farmer gets his levels in farming for free, craft skills are relatively cheap, but sorcery eats up Describing the Setting points, western knowledge even more. The setting, in terms of history, politics, geography and culture, is remarkably well-described, and the writing Skills are separated into twelve groups: Combat, Crafts, style offers flavour and insight, rather than dry lessons. Divination, Exorcism, Folk Knowledge, Medicine, The information provided is thorough but not laboriously Scholarship, Sorcery, Tantra, Travel, Weathermaking over-detailed, giving background and facts that are both and Western Knowledge. Skills within these categories interesting and useful for GMs wanting to get to grips range from the familiar (Archery, Gambling, Tibetan with the setting before presenting it to the players. This Law) to many that are specific to the setting (Fire is the best description of a real-world country in a Exorcism, Disease Sorcery, Yidram Tantra). In other gaming context I’ve read. I cannot speak for its games, many of the magical skills would be reduced to accuracy, but it seems a great resource. specific spells, but this approach offers greater flexibility in use and variability in outcome. Character Creation and Skill Use Creation begins with the character concept, which Each skill has an associated Attribute. A specific action covers issues of gender, name (quite a complex and within the scope of each skill is given a difficulty number interesting issue), ethnicity, attitude to the Chinese, (ranging from 0 for automatic success, 10 for an easy attitude to violence, religious beliefs and vows. Character action, up to 40 for a Legendary action). To determine Attributes are familiar, but include Karma (see below), the success or failure of an action, 1d20 is rolled and and are bought with points. An additional points pool is added to the character’s relevant attribute. Modifiers spent on health attributes: Body (withstanding blunt may be applied. If the player achieves a score equal to damage), Blood (withstanding damage to vital organs) or greater than the difficulty of the action then the and Incapacity (keeping going before being character is successful. Further information is given incapacitated). Optional sub-attributes can modify for certain circumstances such as when two attributes attributes – the given example is a character who is not are relevant, for opposed rolls, times when a character very strong over-all but is deemed to have strong hands has the chance to stop before he fails, and others. as a result of his profession, a rather good idea in my Attributes themselves are relevant in a range of view. The player gets a pool of 90 points to spend on 9 circumstances. For example, Willpower is used in attributes, scores ranging from 1 to 20. Sub-attributes opposed rolls to resist mental manipulation. Charm is cost or give 1 point. Health attributes range from 1 to 6, used to determine how successful a persuasion attempt with 12 points to spend. is, but the difficulty is determined by the GM based on the roleplaying and argument offered by the player, an
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excellent way of encouraging roleplay. provides many ideas on how to use the setting. It briefly looks at getting groups of PCs together, before going Characters also choose attachments which help define on to consider Military, Political, Ceremonial and personality. Buddhism teaches that bad Karma and Mystical Adventures. These sections are not so much suffering come from people latching on to ideas, beliefs, scenario seeds, but advice on relevant issues and emotions and material things. Truly letting go of these suggestions. For example, Military Adventures talks of things leads to enlightenment. Attachments are grouped Sabotage and Escape to India, and discusses Chinese into physical (examples: alcohol, fame, prized Troops. Mystical Adventures speaks of Mad Saints and possession, safety), self (examples: forgiving, sceptical, the dangerous and foolish tasks they might set truthful, worthless) and universe (examples: brutality, characters. Alongside this, the dangers of travel humour, justice, paranoid, utilitarian). Attachments can (everything from crossing gorges and rivers to bandits assist when characters are faced with something that and wild animals) and magical threats (sections on could harm an attachment. Some attachments are supernatural creatures, haunted locations and cursed considered dark, in that they are likely to causes serious objects) are discussed. There are a lot of ideas here. difficulties for the character, and likely others, and give a bonus point. Attachments are easy to acquire or Tibet has two scenarios. The first surrounds a “Struggle change, but hard to get rid off. There are rules for Session”, a practice developed by the Communist losing attachments and gaining enlightenment – I can Chinese where those seen to have deviated from Mao’s see these being interesting personal objectives for dictates undergo public torture until they acknowledge individual characters. I’d have liked to have seen more their mistake. Chinese troops are trying to break the discussion on the roleplaying aspects of all this, but on morale of a town by breaking the devotion of local the other hand the rules mechanisms are in place and monks. Of course, there are other things going on individual GMs and groups and can apply their own behind the scenes. The second scenario involves a gaming preferences to the roleplaying side of things. search for a hidden valley, with opportunities for roleplaying and more physical and mystical conflict. There is also a system of characteristic bonuses, Both scenarios make for interesting introductions to together with advantages and disadvantages. the game and setting. Disadvantages give positive bonus points, advantages negative bonus points. Bonus points can also be gained Why should Tibet: The Roleplaying Game interest or lost by giving up or increasing Attribute, Health, and WFRP GMs and Players? Skill points, or taking less money. Positive bonus points There are some similarities between Tibet and WFRP. can be used to increase points available for spending Both are self-contained games that are complete in on those characteristics or on advantages. All this themselves (not quite so true for WFRP2, admittedly). number juggling must be balanced. My only criticism Character creation is built upon the idea of careers. here is that this section of the character creation rules Perhaps most interestingly, Tibet might be used as should have come much earlier, so that the various points source material for the unknown lands of Ind or Cathay pools were sorted out first. in the Warhammer World. Obviously, GMs will have to do some conversion work in terms of rules, but the Magic and Fighting ideas are there and are worth taking advantage of. Magic is dealt with using the game’s normal skill use mechanism, which I personally like a lot. Various Overall components (examples: meditation, ritual objects, I’ll resist giving the usual scores, as I don’t much care offerings, chanting) may be required, but attempts can for that approach. Instead, I’ll say that I really enjoyed still be made without them for an increase in the reading Tibet. It’s interesting and well-written in its own difficulty. right, and the setting feels particularly rich. I think the rules are certainly worth a look. Character creation might Each combat skill lists a range of actions that are not be as fast as some games, but the way it is done possible with each skill, which usually provide bonuses. feels particularly right to me. Even if you never plan to However, there is a good range of combat actions use the rules and setting as written, Tibet still provides available to all, even those without specific combat excellent material for games such as Call of Cthulhu, skills. Combat is resolved through a series of opposed Savage Worlds, and even Warhammer Fantasy Roleplay actions/ reactions from the participants. The system if you plan on travelling further abroad. And of course, was not playtested, so I won’t comment in any more any oriental-themed games can undoubtedly make good detail, but on paper it certainly looks interesting. use of Tibet.
Campaign Material The game’s site can be found at
The final chapter is entitled Adventure, and this section www.tibetrpg.com/!Tibet/index.htm
legion - issue seven 5
LETTER RE WARPST WARPSTONE 23 ARPSTONE combine to provide a set of advancements that both BY ROBERT REES help define a character and also measure how the character is doing in achieving various goals within Archetypes the game. I have just finished the article by Rev. Lepper To some extent these different axes might overlap, regarding the use of Archetypes as an adjunct to for example a Bretonnian squire might have a Careers in the First Edition game. The article was a narrative arc about becoming a hero, a cultural goal good one but I felt the idea could be pushed even of becoming a famous Knight and similarly a career further. One thing I have never liked about careers structure focussing on becoming a Knight as well. is that they tend to describe what a character was Having a multi-faceted approach though allows more rather than what they are or what they are becoming. nuances to the character. For example a character In general a character is not a Wizard’s Apprentice may have acquired the various trappings and skills or a Carter but is someone who used to be one of required to be a Knight along with the title but if those things and is now on the complex and muddled they are lagging behind on their cultural goal you path of a chaos fighter, wanderer or mercenary. might have a character who was seen as gauche, The Archetype provides a kind of overarching arriviste or simply lacking any genuine expression structure to a character’s of the ideals of chivalry. development that defines where the Another virtue would be the character is trying to get to (or creation of choice in terms of perhaps where they need to get to) advancement, instead of just and how well they match the slogging through your current Archetype in terms of their abilities career or moving to another you and the Advancements remaining. would be able to make a choice I thought one improvement might from several sets of advancements be to have a Special Ability for and your choice would not be each Archetype (or perhaps driven just by convenience or utility several but only one of which may but as the advancements indicate be selected at a time) and have progress in a given direction would them accessible only by taking or also indicate something about your possessing all of the character’s progress in the world. Advancements. I suspect this is the Are you entirely career-driven or way the Special Abilities were meant to be used but do you value the abilities and skills that your the article was a bit non-specific on the issue. countrymen admire? I instantly agreed with the potential extension of the A final praiseworthy aspect of the system would be system into the cultural dimension (although I must that some of the “progression arcs” would actually confess that here I am strongly influenced by the extend across the whole of the character’s life Forgotten Realms use of Cultural, Racial and instead of the more short-term careers. This would Regional Feats) but also saw that you could go help shape a character’s story arc within a campaign. beyond this. I hope the Rev. Lepper or some of the other You could consider a character to be made up of a Warpstone writers take up the challenge to expand number of axes along which they develop continually on the concept. I must confess that I was (and generally in a positive and progressive way). disappointed by the rather conservative retention of There is the narrative archetype of the character, most of the career system structure from WFRP1 the cultural dimension of what a good Stirlander or in the new game. Prior to the announcement of the Dwarf or Halfling is, some more general goal of a Second Edition there had been some interesting career as a soldier or a wizard, the personal storyline discussion on how the Careers system could be of the character and so on. Many, many different reworked or re-invented. Some of the ideas were ways of looking at the character. All of which probably a bit radical for a conventional fantasy game
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but I think there’s room for some very different takes which were still under the WFRP2 gagging order). on character progression within the game that people The physical layout of the booklets is stunning, very can use or not as they see fit. I would certainly prefer clean with plenty of artwork breaking up the flow of to see this kind of “rule expansion” than just the extra text and sensitive handling of the various tables and careers, spells or minor polishes that bedevilled the charts. thinking on the first edition. As to the concept of the project I was instantly uncertain of the virtue of adding WFRP1 back into Artwork WFRP2. It felt more like having a Version 1+ than The artwork was terrific as usual but I felt the pieces Version 2.1. Take for example the idea of re- illustrating the liche article were especially strong. I introducing Rogue, Academic, etc. classifications of found them all atmospheric and visually striking. careers. I always felt that the divisions were somewhat arbitrary and absurd. While I had some WFRP2 sympathy with the argument that if you are going to I still cannot decide whether to get a copy or not. roll for a character type you might want to narrow Since the IP issues seem to have GW in knots and the selections somewhat rather than roll on an uber- mean that I cannot write and publish material about chart. What I would have preferred though is to see the game world freely the only thing left is a new more variety of charts based on more specific games system and I already have plenty of those criteria. Perhaps a Lower Class Imperial Citizen that I’m not using. Overall the internet reaction seems chart or a Wanderer or a Moot chart. Just to have been pretty good although half the time I reintroducing the old categories seems to be falling think internet reaction is mostly run off the hype and between stools. pleasure in buying new product rather than a measured view of the good and bad points of a new It is also interesting to see the potential for the release. fracturing of the rulebase, do you play 1, 1+ or 2? It doesn’t harm D&D of course but the base of players I have had a look at Plundered Vaults though. The is much larger there. It is also tempting to say that if cover is fantastic but I was disappointed to see that there is such an extensive addition to the game rules half of the book is reprinted material. The name gives why not go all the way and just spin off a new game? a clue of course but I didn’t realise they meant it so I believe Wim said that the group had expressly literally. Grapes of Wrath is a great scenario and wanted to build an addition to Version 2 rather than almost makes the book worth buying by itself in my a replacement but I don’t know how that will not view, except of course that I already own it. Along happen without there being something compelling in with A Rough Night at the Three Feathers; although the new rulebook. I never felt that scenario was quite as clever as it made out. Overall though I felt it was a disappointing TimCon opening. Reprinting “classic” material may be a smart I enjoyed TimCon III (advertised last iss) yet again move but only as the second or third scenario set. and was surprised that more people did not attend. Surely with a brand new system you’d want to put The games were great and I felt very inspired by all out new material to show the new strengths of the the great ideas being tossed around. If someone like system and highlight some of the changes that have myself (who is more of a fellow traveller really) come with shifting the game’s timeline. Scenarios enjoys it then I would have thought it was unmissable are often something worth having regardless of game for real WFRP fans. system but this particular deal is one that is pretty easy to pass on at the moment. I wouldn’t object to Perhaps the problem is the advertising? Independent a cheaper second-hand copy at some point in the events like these should really be encouraged rather future though. than smothered by over-officious company reps. If they carry on like this the company will be posting a Liber Fanatica massive loss... oh wait a minute... Wim introduced this during TimCon (although I did Best if I stop here then. end up confused as to which bits I could read and legion - issue seven 7 THE LEGION INTERVIEW: BASIL BARRETT Question Questionss by Toby P Toby illing Pilling Back in issue 16, Toby Pilling gave us a history of the sure saying that would wind a lot of people up, but Doomstones scenario Who are the Feathered that doesn’t mean it isn’t true. Most people I know Priests?. One of the authors of the original that have played for a reasonable length of time really Doomstones scenarios was Basil Barrett. Here Toby don’t get hung up on rules and have a more talks to Basil. ‘interactive’ storytelling type approach with use of dice rolls really to add a random element to parts of First of all, could you provide a short biographical play. Otherwise they’d just be back to playing a small- summary? scale wargame with magic. Make sense? Of me? Made me laugh, this one, why would anyone want to know? I’m 44 (on Monday) years old, never I like the RuneQuest combat and magic, but ironically married, 3 kids that live with me every other week RQ scenarios tend to be very much hack and slay/ (oldest 14), had a fairly unconventional life with lots dungeon bashing – the very thing that RQ players of different jobs, have had parts of my life when I’ve criticise D&D for! Tunnels and Trolls is a good fast considered myself wealthy and parts poor and enjoyed and dirty system and excellent for solos, but character the poor parts more. Always been into gaming and progression is weak. Chivalry and Sorcery was music – used to be a (shit) drummer. interesting but didn’t really add anything, Middle Earth Role-Playing had a combat system that looked How did you get into role-playing, and what are great on paper, but otherwise had little to recommend your favourite rule systems, modules and/or it. Dragonroar wasn’t as bad as people said but just campaign settings? didn’t have enough support materials. Toon and Been into it since forever. Used to have a wargames Paranoia are both a hoot as an occasional diversion club at school and did conventional Napoleonic/ from your normal game. All the Avalon Hill offerings ancients/WW2 type stuff. Always fascinated by more were weak – sorry! – but their conventional games detailed 1 to 1 type rules systems and at school we like Panzerblitz and Richthofen’s are superb! There’re had started playing a sort of 1 to 1 magic and combat so many others I’ve seen over the years I couldn’t skirmish game in tunnels and caves based on my even name most of them. Loved the Lost Worlds adaptation of a Wargames Research Group books (okay not roleplay, but great combat, have tried supplement to their ancients rules to include magic in the past using this as the combat part of role-play (Minifigs had brought out a Lord of the Rings range games but never quite got it to mesh). Call of Cthulhu and suddenly wargamers everywhere were – loved reading the scenarios but never actually played experimenting with these sort of ideas). We based it it. So many others we could look at. around the other players controlling individual characters and mounting an expedition of a small party WFRP I thought was a superb attempt to mesh into Moria – sound familiar? As soon as an American tabletop with a new style of roleplay. Although it was friend came back from a trip home with an early D&D widely slagged off for its simplifications in armour set we just used those rules instead as they were more and weapons, I really felt that these made play more fully developed and it all snowballed from there. enjoyable not less (more complex is not better, it’s just more complex). Also it effectively came with I’ve always felt that a rules system is just a matter of pre-generated support material/background through personal preference. It’s surprisingly easy to write being based on Warhammer – huge advantage. The for multi system or to convert from one to another – whole industry was moving from rigid character it’s the setting, atmosphere, characterisation, attention progression D&D style to skills-based systems (see to detail, etc. that count. I’ve always hated the combat Fantasy Trip below) and WFRP caught this wave. and magic systems from D&D/AD&D and yet that’s However although it came with a wealth of often 90% of playing the game! I generally enjoyed background, early scenarios were poor and did it no D&D/AD&D more than other games simply because favours – sorry guys, a lot of my friends in the industry the scenarios were generally better written and worked on these. character progression although flawed and open to abuse was still better than any other system – I’m My own games are always based on meshing parts
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of different rules systems – the combat and magic is What work was done on completing the CDM normally closest to Melee/Wizard/Fantasy Trip which series through the final part: Deep Water – is probably the best set of rules ‘as written’ but again Shallow Graves? Could you supply a precis of floundered due to being little more than magic and the plot? combat, no extensive background, and poor support Plot very simple. Unlike the earlier scenarios you got scenarios/materials. the Crysrtal right at the beginning, but then had to use it (in combination with others) to fight your way out Would take me for ever to list modules and campaigns, again. so I‘m not even going to try! As the name suggests, set under water (using water The Complete Dungeon Master series was very breathing ability of crystal). Scenario starts with party unusual in that it included comprehensive floor rowing across a marsh to a mysterious leaning tower plans for all the complexes within the modules. (on one of the earlier CDM artefacts maps) part How did the idea for the series come about? Did submerged in marsh (in actual fact marsh was formed it turn out as you hoped? due to crystal attracting water long after tower built). CDM came about as a result of chance meeting En route attacked and swallowed (boat and all) by between myself and Si Forest (effectively the huge mutant creature that lairs in bottom of tower. Tortured Souls!/Zhalindor scenario writing team) and Party have limited time/air before digested to find Allen Hickling of Endless Plans at crystal and some other artefacts a Games Day. We talked about it that have survived the stomach acid and formed a joint company. The and hack way out of body to idea was to put absolutely emerge in flooded cavern at bottom everything in the box so that a DM of tower. Tower now colonised by would have all they needed to play Sahuagin, and basically a fairly much higher quality scenarios. linear trek up the tower to get out Originally we wanted to include again, but with all the problems of metal figures of key/new monsters moving/fighting/using magic and characters as well, but this underwater (even if you can wasn’t practical so we dropped the breathe). idea and concentrated on areas like the Artefacts (much better in the Generic floorplans for the tower original series than the weak GW (another great system from Allen) WFRP versions). were produced (I’ve still got the rough drafts) but that’s about as far Have you ever played Warhammer Fantasy as it got. Roleplay, and if so, what did you think of it? Yep. But not as much as I would have liked. Loved it. Are you still in contact with any of the original Was commissioned by GW to write support materials, designers, artists or even playtesters? Simon but never did as their legal department didn’t appear Forrest? The Hicklings? Could you provide a to be capable of raising an appropriate contract. summary in the style of ‘Where are they now?’ Unfortunately moved out of gaming during the period Allen is a specialist management consultant working when better (so I’m told) support materials were being on conflict resolution (he always was an old hippy) published for people like the Dutch government (more old hippies). At one point Allen was retiring and Brendan How did GW get the rights to convert the CDM (his son – did most of the artefacts) taking over, but series to the Doomstones campaign, and what, not sure if that happened. Judith has always been an if any, was your involvement? artist. Si had a brief period where he ‘sold out’ to Simple – they bought the rights, we had no further GW (think he edited White Dwarf?) and then went involvement. We were all very disappointed with the all straight and respectable. Still talk to Allen published results (first we saw of it – we didn’t get to occasionally but haven’t seen Si for years – shame, see any work in progress). I really think that GW just he was a very close friend for a long while. regarded it as a way of buying more bulk of material for WFRP without really appreciating the ethos behind Are you still gaming? If so, what do you play the CDM series. these days? Very little time. Pretend to play Lord of the Rings but
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actually just collect the figures. Getting my kids into enormous underground complex he could with a role-playing at the moment so watch this space. limited set of plans and everything just ran from there. Sure there was mention in CDM2 of a Crystal being Are there any prospects of you writing or used (we may have expanded on this in the reprint designing any role-playing products? after CDM3 had been written – can’t remember), If somebody sent me a sensible contract I’d do it and this gave us the ideas for later, but the whole tomorrow. However I never work ‘on spec’ at writing. series hadn’t been mapped out. We were treading new ground with CDM1 and unlike the Zhalindor You spent some time working for a computer Campaign which had some great underlying concepts games company. Did you help develop any that have STILL never been revealed, we simply games we may have heard of? hadn’t thought that far ahead. This gave me major Simple answer would be ‘No’ – the company did problems with the story part of CDM3 trying to tie Carmageddon which was a mite controversial in its lots of loose threads together and provide the day so suited me ideally, but they’d just about finished foundation for the rest of the series. It was also written Carma 2 when I joined. They were an outstanding under great time pressure at a very low point in my games developer and produced some truly innovative life – I’m eternally grateful to Allen for effectively product, none of which saw light of day due to the putting me up at his house and giving me a purpose in usual industry politics. Still own a percentage of the life to scrape myself back together again! CDM3 company (make no money whatsoever from it!) and would be much improved by a complete re-write. some of the guys are my closest friends. Great period CDM4 we loved making, and were really excited of my life, but it’s a long story for another day. about CDM5 as well, we offered to develop for/sell the ideas to GW, but they just wanted material they What do you say to those who claim that the could quickly convert to WFRP and get on the shelf Doomstones campaign is little more than a (I’m not knocking them here, at that point GW were dungeon bash, is too ‘high fantasy’, and doesn’t by far the most professional outfit in the UK games work as a D&D conversion? (A viewpoint far industry and appreciated the need to get support from my own, I must add) material out for WFRP as fast as possible rather than I think that you have to look at things in their historical wasting time striving for higher quality). perspective. At the time the CDM series was about as far from a dungeon bash as you could get – sure I’ll just say again that I think the CDM campaign Dwarven Kings/Kasar-Khan were underground – but is superb, and works brilliantly as a conversion from CDM3 onwards that all changed as the series to WFRP. became linked by the Crystals. Even then the feeling Cheers! A well-written scenario should be easy to of claustrophobia of CDM1 and 2 ideally suited the adapt for ANY rules system/campaign – It’s really Dwarven background and Earth Crystal connection. funny to step back and watch people argue about CDM3 had a fire setting at the end, but was disjointed which rules system or world setting is better than partly accidentally (see below) and partly because I others – think they’re really missing the point! wanted to break the vogue for linear tasks and create Legion Cre dits Credits a real confusion in the players as to what they were Editors: The usual suspects. doing and why to match the ‘crystal out of it’s proper Legion is a Warpstone publication. Warpstone can be contacted at 60 Copthall Road West, Ickenham, Middlesex, UB10 8HS or setting’ nature. By the way, the CDM series never contact us by e-mail at warpstone@bigfoot.com or for more was a D&D setting – it was always intended to be info check out www.warpstone.darcore.net systemless (although in a lot of ways I still believe the Warhammer, White Dwarf and Games Workshop are registered trademarks and Warhammer Fantasy Roleplay, The Enemy overall feel behind it should have been at least as well Within, Shadows Over Bogenhafen, Death on the Reik, Power suited to a WFRP environment than the worlds of Behind the Throne, Carrion up the Reik, Marienburg: Sold Down other rules systems) so the Doomstones version the River, Apocrypha Now, Apocrypha 2: Charts of Darkness, Doomstones, Middenheim: City of Chaos, Empire in Flames, should never have been a conversion – just additional Empire in Chaos, Realms of Sorcery and the names of all information. prominent imagery, places and characters within the Warhammer world are trademarks of Games Workshop Ltd. and are used without permission. Warpstone recognises the status and Looking back, if you could do anything differently ownership of all copyrights, trade marks and registered names about the campaign, or add anything, what would that may be used herein and the use of the aforementioned within this publication should not be construed as a challenge to you do? such status and ownership. When CDM 1 and 2 were written, we hadn’t thought Warpstone (ISSN 1465-6604) & Legion are independently of the Crystals. Si Forest did an awesome job with produced magazines, and not owned, licensed or approved by Games Workshop Ltd, Black Industries or Green Ronin. All CDM1 where his brief was to create the most original material is copyright to the respective author/artist.
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THE CURSE OF THE IMPERIAL CART O GRAPHERS CARTO By Robin Low The Imperial Cartography Workshop, based in Altdorf, perpetuates errors and oddities. One cartographer of is famed for both its beautifully illustrated maps and note is Alfred von Nuln of the Collegium Historica. its remarkable inability to produce two of said items Another is one of von Nuln's students who has set up carrying identical information. Military commanders, the Dark Rainbow Studios to continue his mentor's lawyers and travellers alike have all scratched their good work. Some of these other map-makers are heads and stared perplexed at two ICW maps carrying beginning to recruit suitable people (artists, scribes, the same date, but showing towns on different sides scouts, scholars, etc.) to survey particular areas either of rivers, shifting political borders and wandering to verify the details of the ICW maps or produce brand mountains. Complaints invariably fall on deaf ears. new and up to date ones. The ICW has also tried to do this, but the group they hired to re-map the County This confusing state of affairs is not entirely ICW's of Wissenland hasn't been seen or heard of for over a fault. The workshop in Altdorf is located on top of a year. near-forgotten temple of Ranald and the man who founded the workshop, Gunter Verne, was one of the The god Ranald sometimes takes an interest in the Trickster god's Priests. Verne also painted the original maps sold by the workshops above his forgotten map of the Empire that became the template for all temple. As a trickster god, Ranald is not averse to subsequent maps. A magnificent fully-painted work, using his godly influence to make subtle alterations to the Great Map covers one entire, huge wall on the such maps. Often, his changes are intended as pure ground floor of the workshop. On it can be found all jokes, but sometimes he has a purpose. Perhaps the the major mountain ranges, forests and rivers, major god wishes to misdirect those who are pursuing one cities and provincial borders. Unfortunately for the of his followers. Perhaps he wants someone to go to current cartographers, this masterpiece was intended a particular place as part of a greater scheme, and as a glorious, ongoing joke dedicated to Ranald. At the best way to do it is to make that person think she the god's whim, features on it move, change or vanish, is going somewhere completely different! the names of places suddenly acquire different Furthermore, strange features will appear on the maps spellings, and distances shorten or lengthen. A similar in unknown areas of forest or moor, such as small problem exists with the master copies of smaller scale images of buildings or peculiar animals, tiny scrolled maps in the ICW's drawers. Nobody ever sees it legends proclaiming 'Here be something worthy!' or happen, and the finely cracked and ancient varnish 'Best avoid the Wolf-Tree here!', or symbols with no proves that no paint brush has secretly been at work obvious meaning. Clearly, Ranald is as much a tempter making changes. One old cartographer (once as a trickster. apprenticed to Verne) who died two winters back once claimed after a glass of wine too many that he Gods of Cartography had seen the Wandering Island of the Fimir appear There is no specific god of map-making. Instead, from nowhere and travel west along the coast of the cartographers acknowledge gods who have a link to Sea of Claws their craft. For example, most Imperial map-makers look to Sigmar - who better to aid them in defining the All the current artists and scribes are aware of the lands of the Empire than its founder, greatest hero Great Map's peculiarities. Over the years, many a and god? In the lands of Tilea, Estalia and the Border younger worker has attempted to create a new master Princes, Mymidia is also the goddess of map-makers map of their own, only to find changes to their own - as a military strategist, Mymidia has an obvious maps, made in their own hand and with no sign of interest in the creation of accurate maps showing over-painting or over-writing. Very quickly, people terrain, roads and settlements. Additionally, Verena learn to accept what the Great Map shows them. as goddess of truth and learning is often revered by These changes are normally subtle enough for the those seeking to accurately record the land. Those of cartographers to pass-off the changes as honest a less scholarly bent, such as thieves mapping mistakes (confused map-readers are less generous). warehouse districts, layouts of rich households and the best escape routes across roofs, along streets and The ICW are far from the only map-makers in the through sewers look to Ranald, who as we know has Empire, but many of the others use master maps a fondness for maps. produced by the ICW as the basis for their own, which