marks@grkermit.UUCP (06/07/84)
I recommend Prof Barker's new roleplaying rules for TEKUMEL, "Swords & Glory". The 3 volumes are being published by Gamescience (Lou Zocchi) at (alas) $20/boxed volume. However, I believe they are worth it: based on 10+ years of rolegaming. The first volume out was the Sourcebook, a very complete description (200+ pages) on Tekumel's unique societies, gods and alien races. (No Tolkien steals here!) If you have seen the first edition (1975!) rules, you won't find too many surprizes here: just far more information and a better concentration on what one needs to know to run or play in a game. The second volume is the Player's Handbook. It describes how to set up a character (dice for characteristics, choose initial skills or spells), how the skills, combat and magic systems work. Unlike AD&D, the magic system is consistant with the defined society. In particular, a very good discussion of the implications of Tekumel's classifying actions into "Noble and Ignoble" instead of our "Right and Wrong". A great deal of information here on where and how one could "adventure" within the society. Two pamphlets summarize the combat and magic systems for easy play. As with all skill based systems, it sometimes reminds me of Chaosium's RuneQuest or GDW's TRAVELLER. Lots of hit dice for levels, etc ala D&D do not appear. I consider the system better and the society more interesting than either RuneQuest 2's or TRAVELLER's. (AD&D's not worth discussing.) The SWORD AND GLORY rules are skill based. Characters have Skill levels for a weapon type (such as short one handed weapons or Pikes, etc.) One adds one's inherant combat ability (based on size/strength and total experience) to the weapon skill factor and adjusts for circumstances (like fighting in the dark.) Then the summed skill factors are compared in a table to see if the attacker hits. (Two rank novices hit each other about 60% of the time while two experts will hit about 25%). Damage is determined by a roll on another table. Armor subtracts from damage done. The numbers seem reasonable. Spells are divided into "Psychic" (usable in combat, generally strongly combat related and relatively week) and "Ritual" classes. Ritual magic takes a while to cast, tends to have more permanant effects. Healing spells, detect spells, etc are Ritual. Number of spells castable are limited by spell points. The spells seem well designed and fit together nicely. The more powerful spells belong to the various cults, so priests/sorcerors of appropriate cults will be best in the areas "belonging" to their gods. The original (1975) EMPIRE OF THE PETAL THRONE rules introduced the idea that rolegaming could occur inside an unique, magic oriented world where the characters must interact with the local society. (I find it hard to describe its impact to those used to scenario packs, source books, etc.) Without its example, I suspect that rolegaming would have died quietly in the Gilded Holes. If you have any interest in interesting societies, are tired of orcs, elves, and the usual crew, or are looking for a game that will really stretch your imagination and roleplaying skills, I recommend you buy the SWORDS AND GLORY rules. The third volume, the Referee's manual, is due out this summer. Mark Swanson (40 Bow St, Arlington MA 02174) Editor of THE WILD HUNT decvax!genrad!grkermit!marks (PS: Lee Gold: please print this in A&E)