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White Dwarf #8
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White Dwarf #8

(Valley of the Four Winds, Monster Modelling, and Man-Beast)

White Dwarf Issue #8, published Aug/Sep 1978, is an indispensable resource for the science fiction and fantasy gaming community. Building on its established role as a central hub, this issue offers a balanced mix of new product information, in-depth explorations of game mechanics, ready-to-use content, and robust community interaction. Ian Livingstone once again helms the editorial, lambasting science fiction and fantasy naysayers and celebrating the US convention circuit.

Early White Dwarf always maintained a deep level of engagement with its readership. Actively encouraging and publishing reader contributions, especially in the Fiend Factory section, which showcases an impressive array of new monsters submitted by fans and curated by the noble Don Turnbull. It’s also noted that there are nearly 150 monsters in reserve, which encourages continued innovation, even for creatures that are more of a nuisance than a threat. Similarly, the Treasure Chest feature remains open to reader ideas for D&D additions, rules, character classes, and magic systems. Letter submissions serve as a lively forum for feedback, debate, and critique, reflecting the magazine’s commitment to fostering meaningful dialogue about game philosophy and mechanics.

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We go large on conventions in this issue, with reports on record attendance at Origins and anticipation for GenCon, as well as the announcement of Dragonmeet, a Games Workshop-organised event promising to unite all sectors of the science fiction and fantasy gaming community.

On the product front, the magazine offers extensive coverage of new miniatures and games. Molten Magic once again showcases a diverse range of fantastic new figures from manufacturers like Asgard, Ral Partha, and Heritage Models; it really doesn’t get much better than this. Open Box delivers critical reviews of new games and rulebooks, such as Ace Marines, The Monster Manual, Starships & Spacemen, and War of Wizards. Lucky readers also benefit from comprehensive listings of games, rulebooks, and accessories available through Games Workshop, covering all the major industry publishers of the day.

In-depth articles on gameplay and mechanics remain a hallmark of the magazine. Monster Modelling, for instance, offers practical guidance for crafting custom lead miniatures, while The Fiend Factory continues to provide detailed statistics and descriptions for new monsters. Lew Pulsipher’s Critical Hits also introduces a nuanced system for adding unpredictability to combat, and Brian Asbury’s The Asbury System Part IV presents a method for awarding experience points for percentage-based abilities, employing a decaying point system to reflect repeated use. The Man-Beast introduces a new character class, complete with lore, abilities, and gameplay implications, expanding the creative toolkit for players and GMs alike.

We also venture into literary territory with Valley of the Four Winds by Rowland Flynn. This serialised heroic adventure story signals a certain willingness to explore narrative content alongside mechanics and reviews.

Reader feedback prompted by the previous issue has led to the discontinuation of the Kalgar cartoon strip, which was deemed out of place, and there is an acknowledgement that fiction may not be a priority for most of the audience. The Molten Magic section has also similarly been cut down. Don Turnbull notes the challenge of selecting monsters from a large and sometimes overly unconventional pool of submissions.

In short, the game reviews are candid about shortcomings. Ace Marines is criticised for poor layout, lack of a play sheet, and absence of a points system, resulting in uneven and confusing gameplay. War of Wizards is found lacking in essential components and play aids, which detracts from the overall experience. The Letters section features an interesting debate about realism versus heroic fantasy in D&D (a topic that should concern us all), with contributors defending the virtues of logic and consistency in game design and critiquing some of the advice given by established figures like Gary Gygax. The issue also acknowledges technical weaknesses in systems like Monstermark and discusses reader-suggested modifications to rules, such as crossbow damage ratings.

Thus, White Dwarf #8 stands as a mighty tetrapylon for the intersecting science fiction and fantasy gaming scene. It effectively serves a diverse, engaged audience through a mix of product showcases, analytical articles, and community-driven content. By openly addressing its editorial challenges and embracing debate and critique, the magazine reinforces its status as a dynamic voice in what was then still a fledgling hobby.

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