Adventurer Magazine 07

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CS aug el teab ar yet 2 Eeotate eae mys one ROmT a) eae Cea PERC Cth: Sciette fiction: .. eC act metas Cwnsa op URES, Se sean = ay Grenadier Models UK Ltd. 25mm Gaming Miniatures LD aaa eas Ps Perens Peano Pre on ra Cae Poaceae oa pr MASTERPIECE ste) puter Pees eters PO SOR SOR kek eomanty Pea eee CT eR ag Doreen ney Peery cca ee FANTASY LORDS RANGE man of Editorial Having enjoyed a merry and festive holiday, Adventurer's thoughts turned to religion for a this issue- We have three back-to-back articles on religion for players and GMs, and in our very own fantasy campaign world of ‘SCATOPHAGIUM, we look to. ‘the Church Of The White Zone for comfort (?) and solice(!). To reply to all those who asked for SF, A.J. Bradbury resents a SF scenario which gives your PCs some serious thinking to do. The SF flavour continues with our short story ‘on page 30. It concludes, as always, with Wendy Graham's pedestrian look at topical SF in} the media. The debate on women in roleplaying continues with a look at the female gender of ‘non-human species. All this and our regular features as well as another gem of a cover by Robin Parry. And no poster! ‘Al materials not considered acvertsing Dy the publishers remain © copyright Mersey Leisure Publishing Reproduction in whole, or part, is expressly forbidden save with ror arrangement and ‘mten agreement with Mersey Leisure Publishing unless otherwise stated Printed in the U.K. by Redwood-Burn, “Trade Dstibution trough Diamond Magazine Distnbution Lt. Unit + Burgess Fd, Iyhouse Lane, Hastings, East Sussex, TN35 4NF TEL. No, (0424) 430822. CONTENTS Issue #7 FEBRUARY 1987 SCENARIOS: BIG TROUBLE ON A LITTLE PLANET.—— Ageneric SF adventure to give your PCs some concern! CHURCH OF THE WHITE ZONE. Sot in Scatophagium, Adventurer’s campaign world ARTICLES: WOMEN IN ROLEPLAYING. Part 2: Non-human females, BLACK PLASTIC HAIR. A Futuristic Short-story RELIGION IN RPGS. ———————____ Adicies for Cthulhu, RuneQuest and role-players. EDITORIAL: FIGURES FRONT. Essex Miniature Fantasies, SHOP wiNDOW. ——W__ Games, games and more games reviewed! LIVE BY THE SWORD. Ws Editor's back to-the-wall” time, FANZINES FOREVER. Reviews of the latest in the ‘amateur’ worl, TOWN CRIER. ——___ A candid look at the games business. CLASSIFIED, _____ New lamps for ol... VOYAGES BEYOND. Dr. Who, Superman and more Published by Mersey Leisure Publishing, 235 Vitoria Streot, Liverpoo! [Al material published in this magazine is ‘accepted for publication on the grounds that tis orginal work Belonging to the Individual contibutor. tis also published wth the bale that isnot ilegal, obscene, defamatory. breach of copyright or grossly bigoted Leisure Publishing regret that they cannot be held responsioia for any leansactons arsing from advertisements Editor: Stephen Dillon, B.S. Editors Secretary: Marie Graham. Figures Front: Martyn Tetlow and Mike Will Mlustrations: Robin Parry, Stewart Johneon, ‘and Hudson Shaw. Contributions: tan Marsh, Wendy Graham, Alex Bardy, Ben Goodale and Wayne. Cover Art: Hobin Parry. Photography: Kate Cavanagh Typasating/Artwork: Merseyprint & Photographic. Graphic Design: Chrie Goldman, 8.4 Golour Crignaton: Schatline Scanning Services Cover Price: 0p. Trade enquires only Tel: 051-227-1251 THE GAME IS AFOOT! Now YOU canbe the de tective. You and your friends can solve the five mysteries included jn the game. Regular ‘supplemental cace- books will contain more mysteries to solve. For 1-6 players, ages twelve to adult £12.95/$17.00 For details of all MAYFAIR, products, and address of your nearest stockist in Europe, send to: GAMES OF LIVERPOOL LTD. 189 VICTORIA STREET, LIVERPOOL Lt 606. Company Name Pace Columbia Games Denizen Miniatur Dixon Miniature: Easox Miniaturs Integrated Games Jade Games KJC Games Playtwice Ltd Prince August Sloth Enterprises Spirit of Adventure Steve Jackson Storm Games TM Games TSR Task Force Games ‘The Guardroom 52 Virgin Games Contre 15 Gray Cat Castings Gremlin Miniatures Grenadier U.K. Please mention Adventurer when replying to these advertisers. Fantasy miniatures hav never been this much fun! Off-the-Wall_ Armies toa. tures @ unique collection of 25mm figurines from improb- These figures may also be used with any ZANY ARMIES ON THE MARCH! 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Seietes rooNduue mo serene Sosa Sisrenss Toou s2ss/ 96 Same Sesrecns Toon Sven An prdeed Tee fa Youre Sereces Toonsbrout Sesiom uamariaase mo SUPA EWENTE wemresss ~~ COMING SOON: ‘Nr Epa St fon eos at penn Sot Soca + Frachred Fantasy -basod on TOON ‘Neat Eoerun Sa'3 ove + GURPS Bast Set onenaaues + San of TOON oo s5ss/caa8 + GURPS Fenty Wereh-book Gicbb0 a5) e305 ae Srone ioe Sia AVAILABLE IN THE U.K. FROM Car Ware a registered trademark of Steve Jackson Games. Ragone aus STEVE JACKSON GAMES _ crore BOX 18857-NX AUSTIN, TX 78760 TEL: 051-236-260! TASK FORCE GAMES 1110 N. Fillmore / Amarillo, TX 79107 GAMES OF LIVERPOOL LTD 89 VICTORIA STREET, FEDERATION AND EMPIRE Batlle for the Galaxy! Can The Federa- tion-led alliance halt the Klingon-iod war machine before the Galaxy is lost? Federation and Empire brings you the Galactic War that created the battles youve played with Star Fleet Battles. Without Star Fleet Battles, it recreates. “The General War" at a strategic level. 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Have You got what it takes to become a legend? isa game of mercenary combat set in the 21st Century. Recruit, train and employ a fighting force. Set up is £10 for rules, 2 turns and Lf technical information, further turns costing £2orsenda s.a.e. for information sheet. ESSEX MINIATURES DEPT AV, UNIT 1, SHANNON CENTRE, SHANNON SQUARE, CANVEY ISLAND, ESSEX. DWARVES MOUNTED DWARVES. ORCS NINJA WIZARDS & SORCERERS ‘SMALL GIANTS UNDEAD SKELETONS: MOUNTED SKELETONS. ADVENTURERS, RANGERS. DRAGON. HALFLINGS. TROLLS ACCESS VISA AMEX. TEL 0268 682309, SEND S.AE FOR COMPLETE LIST CHAOS DWARVES CHAOS FIGHTERS CHAOS UNDEAD PICTURE ILLUSTRATES 52 SMALL GIANT WITH CAPTIVE ELF. SPECIAL PRICE £1.35 INCLUSIVE OF POSTAGE & By Martyn Tetlow & Mike Willis FRONT LINE: Essex Miniatures are probably best known to table-top wargamers for th ranges of historical figures in both 25mm and 16mm scales, but forthe past few years, they have been producing an interesting range of 25mm fantasy figures, edually suitable for wargames or role-playing games, and with some very eye-catching paces for the collector. Essex first appeared in 1980, manufacturing 25mm historical figures designed by Brian Gregory, bit wasn't unl 1984 that the fantasy range was introduced, Probebly the most memorable feature of these was the great varily of ‘monsters! avallablo; a range which tivalled (and surpassed) the old Asgard. “Dungeon Adventurers” range, leaving only the random bUK of Citadal Mintatures in this country, and tha gradually emerging Grenadier Models (UK) to val Essax for variety.” Quickly folowing this came the ever-increasing hoards ot the Great Scaley Ore Tribe, subsequently surpassed in fame by the memorable busty Barbarian Women Warriors! ‘Ater outgrowing thelr intial nursery unt, Essex moved to their current premises on Canvey latand in 1985, where they are frantically trying to make space for their growing ranges. Athough larger than their previous premises, Brian maintains that t Seems to be shrinking rapidly! Brian Grogory and his wife Christine run Essex with the aid of six employees. In August 1985, Essex bought Mike's Models’ most popular 15mm wargame ranges, and since then have been gradually remaking and emoulding many ofthe models which werent upto scratch, giving themselves prety comprehensive range. Quite a large proportion of their output is sold abroad, with distributors in the U.8.A., Australie, France and Germany. At present, t seoms that Parfe cant got enough of the new fantasy ranges which prompts Mr. Gregory to comment on the good taste ofthe French gaming publi. ‘These latest fantasy figutes, a selection of which are shown overlal, have been introduced under the cove “G* prefix, designed and manufactured to top quality spoeteations, The figures coma ‘as thay ae’, not boxed, as Essexs sales philosophy isto sella qualty product, not te supertuous fancy packaging! To quote, t's up to the customer to look beyond the blister, and consider the quality of the figure he Is purchasing. it feat often that this humble correspondent lays claim to @ scoop (hold the front page and all that..), ut lan now name Essex’s new ace designer of the “O" range: frgUably one of the finest designers inthe country at present (remember, you read here first.) his name is Bob Oley, and ho has a style all of his owt:- note the Salyr-headed giant for instance (see overiea!. His tgures, as with al of the Essex ranges, are sighily larger than most other 25mm figures, and are beautiuly scupted with items like the chain mail deeply cut, which makes painting them very easy. New itema on Bob's drawing board at the moment include Orlental Fantasy Characters, Chaotle Dwarves, Chaotic Fight style Gladiators and Wolves. Noteable among these is the introduction of the “Dwarves from the Kingdom of Termic", designed to produce a consistent army of these stunted ‘ago. These will be genile-ok to rival that produced by Ass followed by “Cursaa’s Orcs", Amazor consistency of design and scale. Future plane are to reloai Undead range of skeletons, zombies, ‘10, Obviously aimed at both the collector ‘and the gamer who enjoys unitormity and continuity in hie campaign, | wouldn't be at all surprised to see a campaign pack for the Kingdom of Termic belore too tong Modollers witha taste forthe more (shall wo ay) exotic, will bo quouing up for the Chaos Turtle with Dwarven Catapult on its back (Now that’s what | call a tank), and the Chaos Bear with Howdah, occupied by Dwarves, of course. Before you flood Essex with enquires, howaver, there is no set release date for these biggies just yet, but there will be tully-llustrated catalogue of the new fantasy figures avalablo chor. : FisunReS> =~ FRONT UPFRONT: The tinal appearance of a figure can be tenchanced considerably by fixing it to a base. There are several reasons why this could be desirable, the existing base might need to be a specific size to comply with set of wargames rules, o you might wish to have more room to add embellish ments such as boulders, plants or broken weapons. Figures can be based either individually {(or fle playing games) or in multiples ot 2, 3 oF more (lor wargames units). AS a Tule, tis more convenient to paint single figures after basing and wargames figures betore basing For square or hexagonal bases | prefer to use plastic card, athough baisa wood and art mount board are just as good (i somewhat thicker), and for round bases | Use coins (tp ot 2p pieces) or washers. File the existing base and than stick i to the new base using an epoxy resin, or superglu ‘The next step is to obsure the criginal bbase by building up the area around k with suitable filer or putty. Personally. | preter to use tern filer, as it acheres well, sets rock hard hard and has a grainy texture ideal for dry brushing, Polyfila and Fi and Grout" are alsa suitable. Al of these are cheap and easily availabe trom DIY shops. Apply the filler to the base using @ small knife blade or smal screwdriver and then form it into shape using an old paint brush slightly mots ‘ened with water. These filers can also be thinned with water, making it easier to apply them around fine detail such as fest, claws and hooves. ‘AS an allernative you can use a self hardening modeling clay (DAS) or oven an epoxy putty (milliput), although the latter is more suited to making scenic embellishments such as boulders and Planets. Both of these items are available from art and hobby shops but are more expensive than, eg, Tetrion so are more ‘suited to single figures than wargames units, Modeling clay is somewhat harder than filer, but can be made more pliable by moistening it slighty with water, it can then be mouided around the figure base using an old brush or rat knife. One great advantage of clay is that it holds its shape while setting, so ican be finely shaped and textured. Eg. the surtace can be ‘stippled’ using a pin oF cocktail stick to give a realistic grass otfect. These bases can be simply finished by painting. For a ‘rocky’ or ‘paved’ look, use a grey undercoat followed by a wash of dark brown or thianed black ink or acrylic Paint, dry brushed with a creamy white. 7u Fig. 1. Q84- Giant with pet Giant Lizard on Chain. Painted by Martyn Tetiow. Fig. 6. Detail of 1 Fig. 7. Detail of 1. Fig. 3. Q72- Evil Sorcerer w/Skeleton Head Banner. Painted by Martyn Totlow. tae x Painted by Mike Willi Fig. §. Q35- Ore in Chainmail, wiCutlass & Dagger. Painted by Mike Willis, Fig. 4. Q63- Crowned Zoribi Leader with Sword & Shield Painted by Mike Willis. Fig. 2. Q46- Eastern Sorcerer Fig. 8. Detail of 2. Fig. 9, Detail of 4. THE BOARDGAME THAT PITS YOU AGAINST A Re RNC MY Me R Tcl l ree), Pea icra enw Waa e eee RE Ue Pe rd BROMO CR AC ash PUD eee eae Ose KINGDOM. SEAT OF LEGENDARY SORCERER, Pei Te CHAOS SCUM. PROMOTE YOUR FOLLOWERS, CO he CO ote ee OP MCR LN l[od LM eer Lae) ae eee ee TS OR Ree OPM a el Oa) PORNO MR Ct) Caton \ eel CLL Cea CR ORCL ache POEs Rae ROR er) an SM Ror te TE 2 Sorcerer King is made by wotan games. london. Part II Non-Human Females By Janet Vialls Pore Deadly than the Male ‘This issue, | want to show that women of other races should have their own nature and personalities, rather than being merely pale reflections of their mer folk. At the outset, I stress that these are only suggestions: since ali these races ‘ate imaginary, whether the products of collective imagination (le myths and folk-lore), oF individual creativity. Hence, ‘any referee can, of course, do exactly ‘what she likes with them, without being informed of their historical innacuracy. In considering non-human races, an important but fairly obvious point, relating to genetics, is frequently ignored; most individuals wil normally prefer a member ‘of their own species as a sexual partn and be most attracted by members of their own species. Ot course, there'll ‘always be exceptions, resulting from odd circumstances, especially with races which are physically similar (such as humans and elves), but such affiliations will always be rare. A gnoll will find a human as unattractive as a human finds a nol. if this were not so, few of the races ‘would survive for long. ‘Also, hall-breeds. resulting trom these unions are almost ‘oprtain fo be sterile (or example, mules). Female elves are frequently assumed to be at least as powerful as thoir male counterparts. It ie quite common to see elven society giving different but ei to its male and female members. Indeed, some elven societies are even s (Eg, the Drow). Individual elven women, are frequently portrayed as having great, if defined, magical powers. In flkiore, elven women are primarily beautiful and dangerous (it not actually evil). Their major roles in folk tales are to bring temptation and destruction on the noble (male) heroes who encounter them. There are exceptions, but women who actually take active roles are invariably soon as, evil, (609s this say something about the fraity of male ogas?). But this need not be so. For one thing, can humans be Certain that elves share human standards of beauty? Perhaps those alluring elven ‘women are considered plain or downright Ugly by their own people. Does this ‘explain thelr desire to lure human males? Equally, how can humans be sure that they understand how elven women feel or why they act as they do? An elf is not a human and should not be played as such! To digress slightly, a problem with elves generally, not just elven women, is that they are invariably not given an alien enough feel. They are not simply ‘scaled down humans with pointed ears’, but something alien and incomprehensibie to humans. (The advertisements for Dragon’ Warrlors claimed that the {game would give them back their strange “ness, but the game itself simply Waxed Iyrical about vast treasure hoards, and 10 included an extremely silly picture). To give elves a feeling of being alien, a GM or player must try to bring across the effects, ‘of their lng life. A young elf has ten cont ties of if@ ahead of her; as such, there will be ample time for whatever she may wish to do, Humans, with their desperate attempts to complete all their wishes within a handful of decades, should be pitied, not despised. The older the elves, though, the mora likely they are to with: draw from human company. They wil find humans immature, obsessed with petty matters such as gold and the opposite ‘sex, and very hurried. Most elves wil try to be understanding, being aware of the shor lives that humans are cursed with but still find them brash, annoying and url The longevity of elves has one major ttect on the lives of tamales; childron need only be born rarely, and even allow- ing for a longer pregnancy and childhood for elves, the femaie will have far less of ‘their time taken up with family- raising ané far more time for other activities. Elven women may welcome this interlude in their other activities, or it may interrupt an ‘otherwise all-consuming ‘Career’ Because of the similarities between elves and humans, romantic attachments may form. However, elven socity at least, is going to be aware of the great ‘agedy that can result from a relationship between an elf and a human. There is, likely to be considerable social pressure, from both communities. However, love can be a powertul force, and there will be couples who choose to ignore the social mores and brave the troubles of a life togethar. The great difference in lite expectancy will be a major barrier. Also, despite physical similarities, the two races are very different psychologically Tradttionally, elves are soulless, and are frequently detached in their outlook. The ‘human partner in a relationship may begin to regard this as coldnoss. As he grows elderiy, he may begin to suspect, whether justly oF unjustly, that his still attractive wife is seeking other lovers. The elven partner, on the other hand, will have the heartbreak (assuming that she is capable ‘of such an emotion), of watching her loved one grow old and die, whilst she femains young. She may aiso come to realise how shallow her human lover is. The relationship may not survive these strains for more than a few years. Al this forms the background into which hatt-eif children are born, and the atmosphere in which they'l grow up. They are tkaly to be very aware of the stresses between their parents. The human parent may grow impatient with the relatively slow develop- ment of their child. (Ysn¥ she walking yet? Sealina's daughter was born two ‘months later, and ie running all around the village! Is she stupid, or what?’ Without going into details of the psychological effects of such an atmosphere on a child, i clear that the child could well end up somewhat disturbed, possibly leading it to row up into a delinguent- such as an adventurer. A female child will have the problem of barenness, which would be likely to make her unmarriageable, despite hor likely good looks. One still unresolved problem con- cerning dwarven women is; do they ‘or dont they? Have beards, | mean. Giving them beards would’ certainly explain the lack of reference to dwarven women in folk-lore or mythology. Humans just couldn’ tell the difference! On the other hand, beardiess dwarven women may be easier for players to relate to, However, saying that they have beards does not mean that dwarven men will ust after human women. As | stated above, humans would simply not seem attractive to dwarves, If dwarven men do prefer deardless women, then either dwarves would have died out long ago, or dwarven women would routinely shavel Mote likly, the dwarven ideal of beauty would include a fine growth of beard. Presumably the ‘explanation for female dwarves being so rarely portrayed in artwork is that they don't provide suitable material for male adolescents to ogle in the way elven ‘women do. ‘So much for the appearance of ‘dwarven woman, but are there any person. -alty traits common among them? This is perhaps a dangerous area to get into, as all characters should be first and fore- ‘most individuals. However, this is not inconsistent with outlining suggestions for general traits. For example, dwarven women may have a characteristic tond- ness for gems and jewelry of all kinds. “They glitter and sparkle in the torchlight ot their cavern homes. Also, many dwarven ‘women may have as great a fondness for ale as their menfotk, and when they have been partaking, they have better singing voices. In fact, t is the dwarven women who carry the secrets of the dwarven ales, passing recipes from mother to ‘daughter, Dwarven men tend to be a litle patronising and possessive of their women folk. For the most part, the women are equally patronising about their men- folk, knowing that they hold the true secrets of dwarven society. Some dwar- ‘ven women, however, do fight alongside (or against) their mentolk, and many of these become adventurers. Such females are of course, beyond the pale as far as. most dwarven men are concemed. Turning away trom truly mythological creatures, wo come to those gourmets of the role-playing worlds, Hobbits. In "The Hobbit’ and ‘Lord of the Rings’, female Hobbits (as with all Tolkien's other women) are almost invisible. The only one drawn in any depth or with any personality is Lobelia Sackvillo-Baggins, and she is painted in ‘an unfavourable light. However, for all her faults, she is in the end revealed as having reserves of strength greater than ‘many of the hobbit men. This suggests to me two alternatives for the natures of hobbit women; they ‘might be like their men-folk, but raised to the ‘Nth’ degree. That is, they are more sneaky, more skilled thieves, and above all- more hungry! If this is so, they will be regarded with awe and perhaps some jealousy by their men-fokk. ‘On the other hand, a female hobbit may be the practical and organised one, regarding her men-folk as childish and juvenile, and may treat them with conde- scension. Well, somebody's got to keep male hobbits in order, haven't they. ‘Such a woman will normally stay at home ‘and run the household, only being foolish ‘enough to venture outside her domain when one of her charges has got himself into some serious trouble in the domain of the humans (assuming that she slipped Up by letting her men leave home). if nothing else, this view of female hobbits gives a very different motive for an adventurer. Perhaps the most frightening image could be achieved by combining the two. Imagine the scene: The party are feeling 8 after finally capturing the hobbit thief who had been plaguing them for weeks. They are quite Unaware that they have a far more deadly enemy tracking them, as the hobt wife! lover! mother seeks revengt Certainly, | would expect there to be more female hobbits in fantasy gaming than there actually appear to be; after all, ‘male hobbits are small, cute and bashable (not to mention delicious when baked), ‘and there seems no reason why female hobbits should not fulfil the same role ‘equally woll (if not better). This is what feminism should be - letting women take ‘an equal role with their ment ‘As a general policy, | try to treat members of all races as characters, giving them free will and therefore individu -alty. With the exception of summoned or certain other magical creatures, no creat- ute is automatically evil. Of course the culture and the dominant religion of a race. will mean that members of that race ha particular view of Ife, but there should bbe no such thing as a “racial alignment, only an individual or cultural one. This Jeads to much more interesting and difer- nt role playing situations, as well as inte- resting people. | could sum up the philo ‘ophy with the phrase ‘Orcs are People Tool. Female Ores occur nowhere (so far as | know) in Tolkien, and | have come: across none elsewhere. For some reason, in AD&D, ft was decreed that they be far fewer in number than their men-ok. This is quite ilogical and ridiculous, especially when combined with the warlike nature of the men. With male orcs forever dying in battle, the women are likely to vastly ‘outnumber them. To say that orcs natur- ignificantly more boy chien than gir-chidren is one possible fanswer, but that gives other problems. For insiance, orcs are often assumed to breed like rabbits (a necessity, consid ing the normal ore mortality rate). Any biologist wil tel you that iis the number of females that is the critical factor Tasting the breeding rato of a species, 80 10 produce more lie ores you need & large numberof ore women irrespective of the numbers, however, they realy ought to have some person: ality. Assuming for the moment that arcish society is patriarchal, it could well contain orcish equivalonts ofall the types. mentioned last issue. But nk rcish society always be patriarchal? Perhaps the reason female orcs are so farely seen is because they remain at frome, sending the mentolk to do the dangerous and eticut works, from whion they reap the rewards. Imagine a pany, having Boon captured by an orc band, being presented to theit leader, to be confronted with a large, powerful and bejewelled ore woman, ‘iter Ores, it's natural to look at Half-Ores, GMs are often very casual about introducing ‘hat-breed' characters into their campaigns, without necessarily thinking about where they came from Hal-ores are usually assumed to be the result of the rape of human women by an fore, but naed that necessarily be true? Love, as has been remarked on many occasions, is a very peculiar thing. Ima: gine a human male wounded, and found by an orcish woman. Maybe she is despi sed by, o an outcast from her own people for some reason, and in her loneliness cides fo fond the adven: turer. Al ight, he's no match in looks for an orcish man, but couldnt affection or even love grow between them? Of course, their lives would not be easy, as i is unikely that ther orcish or human society would accept them, and it nothing slse, the Gitference in fe expectancy would lead to eventual tragedy, as with the hal-ell, He may frequently have to protect her from human adventurers who assume an orc is automaticaly evi, whist she may have 10 protect him trom the orcish equivalent ‘The children of such a couple, 100, would have an awkward time, providing ample motivation for taking to the adventuring ite. This Is perhaps, especially true for the female children, In many fantasy societies the main (or only) virtue a woman can have is good looks; ugliness fotten equated with evi. As such, afomale hall-ore being tougher than a human woman, and with few prospects of finding a respectable place for herself in human society, and with a chip on her shoulder is ideal adventurer material Much about what | have said about ‘orcs also applies to Goblin: Gnolle etc, To let the women be simply pale imitations of their men-folk is wasting, ‘an opportunity. Amongst races that are naturally short lived, or in which male members regularly die in battle, the women are going to have to spend much of their ime child-rearing. (Ifind it difficult to imagine the men of these races doing their share of the house-work, but failure of my imagination), but they should still have personality. Remember that their interests and objectives may not be identical with their men-folk; Many may actually be quite pleased that their ‘men-folk fail to return from battle, or may help adventurers escape because they

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