Fantasy Games John Norris Fantasy and legend are older than history. They are not history as it was, but history as it should have been. For example, historical studies such as John Morris' excellent 'The Age of Arthur' have shown that Arthur, or Artorius, was a Romanised Briton who conducted a series of distinctly unromantic and rather messy frontier wars in a temporarily successful attempt to stem the tide of English invasion and re-establish a central government of the Britons. That is history. How much more inspiring, though, are the legends of the incomparable King Arthur and the fantasies of the Round Table. The distinction between historic warfare and that of fantasy is much the same. Historic war fare was numbers of men of very similar abilities, with different amounts of fairly standard equipment, attempting to kill each other by common methods. Fantasy warfare is warfare as it should have been, embellish ed with heroes worth a hundred ordinary men, sorcerers of dark mysteries, and dreadful monsters. It is this embellishment that is both the advantage and the disadvantage of fantasy wargames. On one hand, it offers the designer greater freedom, both in terms of variety and to suspend some of the con straints of sordid reality. On the other, it offers much less of a secure foundation for a balanced game system, because it cannot be tested against historic out comes. The advantage and disadvantage are directly related, since the greater the embellishment on and departure from history, the less relevant historic outcomes are to the outcomes of the game. Most of our fantasies and legends have always been set in the ancient and mediaeval periods, and they remain favoured set tings today. Where fantasies are set in a later period, more often than not it is one when culture and technology have largely reverted to ancient or mediaeval levels. In the circumstances, it is hardly surprising that the great majority of fantasy wargames have an ancient or mediaeval setting. This article endeavours to cover most of those commercially available at present. Virtually all of them are of American origin, and as the publishers will not be familiar to most readers I shall give their full postal address, and that of any British agent, the first time they are mentioned. The oldest, and probably the best known, fantasy game is 'Dungeons and Dragons', published by TSR Hobbies of PO Box 756, Lake Geneva, Wisconsin, USA 53147, whose British agent is Games Workshop, 15 Bolingbroke Road, London W14 OAJ. 'Dungeons and Dragons' or D&D as it is abbreviated, is a game in which the players control their individual characters who move on maps of subterranean workings (the 'Dungeons' of the title) drawn and 'creatured' (the 'Dragons') by the referee. Each character has various attributes determined by dice throw, and as he gains experience he ascends the levels of his chosen profession, for example warrior or magician, and increases in ability. From his expeditions in the dungeons, he can gain experience by slaying monsters and by finding treasure. Of course, he may also be killed, and this introduces the necessary element of risk. The basic rules of D&D are printed in three booklets, on men and magic, monsters and treasure, and underworld and wilderness adventures respectively. These have been augmented by two supplements dealing with innovations intro duced in two long-running American campaigns, 'Greyhawk' and 'Blackmoor', and a third is apparently in preparation. These contain a variety of ideas on combat systems, monster types, spell types, etc. In addition to at least the three basic booklets, the main requirement is an imaginative hardworking and patient referee, on whom the bulk of the work falls, since he has to devise and prepare the maps and background for the campaign, as well as actually umpiring it. Much of this work is already done for the players of 'Empire of the Petal Throne', or EPT as it is abbreviated, TSR's other main offering in the genre. EPT is a complete world setting for D&D type adventures, with a world map, a map of the suggested starting city, a political background, a complete mythology, etc. Adventures in this setting are governed by a set of rules akin to those of D&D, but which have been developed in a rather different direction. Apart from the differences in mechanisms, the non-human creatures and the general flavour have changed. Whereas D&D is set in the familiar Western European context, EPT is set in a world where the dominant influences are those of South and East Asia, and of pre-Conquest South America, which makes a refreshing change. The rules cover not only the adventures common to D&D but also such matters as social advancement and employment in Tsolyanu, the Empire of the title, and travel over long distances by land and sea, as opposed to purely local widerness adventures of D&D. There are also outlines for the conduct of ritual combat in the great Hirlakte arenas between warriors or priests and sorcerers. For the former, gladiatorial rules are recommended and for the latter, a special game, 'War of Wizards', produced by the same designer, and published by TSR. 'War of Wizards' is a boardgame of magical combat, set in one of the Hirilakte arenas. There are two contestants, who may be priests or sorcerers or one of each. They take up their positions on their respective dias at either end of the arena, and proceed to hurl spells at each other. The skill of the game lies in planning a strategy of spell-casting that will eventually exhaust the opponent, while preserving oneself. Though each spell has a counter-spell, the secret of success lies in combining spells in such a way that some get through to damage the opponent, and cumulatively exhaust him. It is a fascinating game in its own right. The D&D genre is one that is very popular in the US, and one that is growing in popularity in Britain. It offers wargamers an original campaign,which is almost infinitely adaptable and can be extremely enjoyable. While it may not be everyone's taste, it is well worth trying. When I produced it at my own local club, I was dragooned into draw ing a map of some dungeons on the spot, and we had our first expedition down there that afternoon! The main drawback from the point of view of British wargamers wanting to try D&D is the prices. Like nearly all US wargaming products, these games are expensive in depreciated œ's, the only consolation is that you only need one set of rules or game for each campaign, so if necessary it is possible to spread the cost between several players. (In this review of the D&D genre, I have had to be relatively brief. A longer article on D&D itself, which gives more details and conveys more of its flavour, appeared in 'Games and Puzzles' No.48 May 1976, pages 7-9.) A quest within a wizard's tower is the scenario for 'Citadel', published by Fantasy Games Unlimited, of PO Box 182, Roslyn, New York, USA 11576. Like D&D 'Citadel' is largely a game of limited intelligence, wherein the 'good' player must expend his 'heroes' to overcome the fixed and monster defences of the 'evil' player's tower and recover the Talisman therein. The tower is composed of six grids, one for each floor, upon which are placed the defences and Talisman itself, and the doors from one level to another. All these are face-down, effect ively recreating the situation in D&D dungeon adventure where the map is known only to the referee. The heroes of the 'good' player are then moved into the tower, and the quest begins. Once again, mechanisms used in the rules are generally simple, and very clearly explained, a usual strong point with this publisher. The scope of the game is unlimited by its relatively simple format, but once again it is a campaign game that can be played in an afternoon. Another point in its favour is that it is comparatively inexpensive for an American game, selling at only $4. Fantasy warfare at the strategic level is repre sented by two boardgames which are very different from each other. The better known of the two, inevitably, is SPl's 'Sorcerer'. This very original game emphasises combat between magicians and in particular their magical creations. Its key feature is the use of magical terrain. In the game, magic may take on any of seven colours, white and it's six coloured subdivisions. Similarly, each hex of the board is either one of those seven colours or neutral grey. The strength of a magician's creations in combat thus depends on the relatiionship of their colours to that of their opponent and to that of the hex in which the combat is taking place, as well as on their own intrinsic strength. Since each magical colour is related to each other magical colour in a non-transitive manner, each one being inferior to some and superior to others, the possibilities are legion. It is just as well that there are only three different types of magical unit to be created, or the combinations would become impossible to handle! Another original and interesting feature is the attrition rule, whereby magical units that have chosen to station themselves in hexes of colours where their own magical colour is strong have a proportionally higher chance of returning to their magical plane. This is a good game, with relatively simple mechanisms that interact in a complex way, preventing easy analysis. However, once the interactions have been grasped it's relatively limited scope can lead to a loss of interest. The second boardgame, 'White Bear and Red Moon', published by The Chaosium, P0 Box 6302, Albany, California, USA 94706, is a much more ambitious conception. In scope, it resembles EPT more than any other game, since the author has not just designed a fantasy game but has also attempted to write his own epic fantasy around it. The basic mechanics of the game are not too difficult, units being defined in terms of physical combat strength, movement factor, and magical strength and range, if any. Movement is affected by varying terrain types, and magical ability by the phase of the Red Moon in some cases and by more esoteric factors in others The pieces them selves represent not only combat units but also heroes, magicians, monsters, etc. The great majority of the latter are personalities in the epic fantasy. Though the mechanisms themselves are not complex, the game itself is. This is because of the sheer variety of everything from terrain types through combat units to personalities. Though the relationships themselves are not hard to handle, the sheer volume of them can be. It is a game where a multitude of detail from the fantasy has to be mastered, and thus does not lend itself to a few casual games. It is clearly a labour of love for it's author, Greg Stafford. The artwork in general is excellent, and the rule book, though duplicated rather than printed, is beautifully produced. The same is true of a magazine, 'The Wyrm's Footnotes' that Mr Stafford has produced to cover nothing else but the playing and development of his game.