2014 munus-ludentem ludum - meetupfiles.meetup.com/286932/munus-ludentem ludum i1v1.pdfarchangels:...

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2014 PREMIER ISSUE FREE Published in Austin, created using the contributions of Austin gamers and more, we’re unusual in several ways: 1) We publish all submissions if at all possible, working with authors to make their ideas shine. All submissions will end up in print eventually if they meet the criteria. Those that don’t will be edited so that they do with the cooperation and direction of the author(s) and editors. 2) It is not primarily about one gaming system. It is about what people contribute. Since we publish everything, there can be no complaint that we don’t have enough of something, because if that’s so, then where is YOUR contribution? Join in! 3) Our format is open to change based on your desires. Want a section? Write it. This is the first issue of your gaming magazine! ALL MEMBERS AND NON- MEMBERS IN AUSTIN AND BEYOND ARE WELCOME TO CONTRIBUTE. EDITORS-IN-CHIEF CONTRIBUTORS READERS MUNUS-LUDENTEM LUDUM TERRY MICHAELS, [email protected] WHATS GOING ON HERE? THE STRATEGIC REVIEW is the newsletter of Tactical Studies Rules, which will quite naturally be used to carry advertisements for all of TSRs product line. However, it will do a lot more than that. Each issue will contain as many features and news items as we can possibly find space for. This being our first issue, all of the features pertain to our product Iine. If we receive submissions for future issues which deal with other things we will certainly print them, for this newsletter will try to cover as much as possible. Getting back to what is at hand, here is the format planned for each issue: Regular columns will include STRATEGISTS CLUB, CREATURE FEATURES with a new Dungeons & Dragons monster, CASTLE & CRUSADE, THE ARMORY, TSR NEWS, and the WARGAMING WORLD of news and brief reviews. Material and space will dictate how many of each of the regular columns will be in any given issue, but we will always try to get the majority into each issue. There will be one or two features in each issue also. Whether we include one or two depends mainly upon what is available, for the basic four-page size of this zine is easily expanded by the inclusion of a single sheet or double-sized stuffer -- we planned it that way! In fact, youll note that the stuffer this issue is a test version of a set of rules for SOLO DUNGEON ADVENTURES which we thought youd enjoy. In the future we will probably increase both the size and frequency of THE STRATEGIC REVIEW, but in order to get into the swing of things we thought wed better go slowly at first. If you enjoy this issue and want to help there are two things which you can do: First, tell your friends about it so that they too will sub- scribe. Second, send in any brief items you have -- either news or articles, or material for the other columns. Thanks! We hope that you thoroughly enjoy this issue and every successive number of THE STRA- TEGIC REVIEW. PUBLISHERS STATEMENT: The STRATEGIC REVIEW is published quarterly by Tactical Studies Rules, 542 Sage Street, Lake Geneva, WI 53147. It is available by subscription at the rate of $1.50 per four issues. Single copies and back issues are available at 50¢ each, but availability of all back numbers is not guaranteed. (Subscriptions and single copies sent out- side the U.S. and Canada are $2.50 and 80¢ respectively, and pay- ment must be made in U.S. currency or by International Postal Money Order.) AlI material published herein becomes the exclusive property of the publisher unless special arrangements to the contrary are made. Unsolicited material cannot be returned unless accompanied by a stamped return envelope, and no responsibility for such material can be assumed by the publisher in any event. AlI rights on the entire con- tents of this publication are reserved, and nothing may be reprinted in whole or in part without written permission of the publisher. Copy- right 1975 by Tactical Studies Rules. Editor -- E. Gary Gygax Assistant Editor -- Brian Blume Change of Address should be sent as soon as possible, and in any event not less than two weeks prior to the first day of April, July, October and January, as applicable. INTRODUCING THE STRATEGISTS CLUB! The Strategists Club is a special association open only to TSR sub- scribers. We will continually offer special privileges to members, and we currently plan a party for you all on the first night (Friday) of GenCon VIII, details to be announced in the Summer 1975 issue of this magazine. Meanwhile, we ask that members name their choices for the folIowing: BEST NEW GAME OF 1974 OUTSTANDING DESIGNER OUTSTANDING WRITER OUTSTANDING WARGAMING MAGAZINE BEST MINIATURE FIGURE RELEASE (SERIES) FAVORITE S&S NOVEL OF 1974 Please send your nominations as soon as possible! To join the Strategists Club simply send us one dollar along with your name and address. Well do the rest. As a special bonus to all members we will allow a 25¢ additional discount on Discount Coupon purchases, so that if four per year are used your membership fee has been returned in extra discounts. TSR NEWS Many readers probably are aware that Tactical Studies Rules has acquired the rights to a number of rules booklets in the Guidon Games line. These acquisitions are: CHAINMAIL, DONT GIVE UP THE SHIP, and TRACTICS. Getting these booklets into print under our own logo is naturally of first concern to us, but that doesnt mean well totally ignore new releases. What we hope to do is this: TRACTICS should be available once again by the time this news- letter is released. It is a second printing with only minor revisions (given herein in THE ARMORY column) so as to save the costs of doing a second edition. We will eventually revise and expand TRACTICS, but that must await an uncertain future date. CHAINMAIL will be reprinted soon in a third edition, with addi- tions in the historic characteristics section to include the fighting men of the Far East, among others. Also added are sections in the man-to- man rules and some small items to the Fantasy Supplement. The additional material, coupled with current costs will require that we raise the price, but that is unavoidable in todays economy. It is also hoped that we will be able to release at least one -- and possibly two -- companion booklets to CHAINMAIL, one to deal with the Crusades and the other with mythical English Medieval times (you I ssue No.1 June/ Jul y 1977 60p( $2. 00) 2nd Repri nt August 1979 The Sci ence Fi ct i on and Fant asy Games Magazi ne THEMONSTERMARK METAMORPHOSI SALPHA COMPETI TI VED&D I ssue * Monst er Mali ni t in D&D* Revi ewand suc act i ons * An I nt r oduct i on g Y Jg

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Page 1: 2014 MUNUS-LUDENTEM LUDUM - Meetupfiles.meetup.com/286932/Munus-ludentem ludum I1V1.pdfArchangels: These beings are often numbered by the number of planets in the star system, but

2014 P R E M I E R I S S U E FREE

Published in Austin, created using the contributions of Austin gamers and more, we’re unusual in several ways:

1) We publish all submissions if at all possible, working with authors to make their ideas shine. All submissions will end up in print eventually if they meet

the criteria. Those that don’t will be edited so that they do with the cooperation and direction of the author(s) and editors.

2) It is not primarily about one gaming system. It is about what people contribute. Since we publish everything,

there can be no complaint that we don’t have enough of something, because if that’s so, then where is YOUR contribution? Join in!

3) Our format is open to change based on your desires. Want a section? Write it.

This is the first issue of your gaming magazine!

ALL MEMBERS AND NON-MEMBERS IN AUSTIN AND BEYOND ARE WELCOME TO CONTRIBUTE.

EDITORS-IN-CHIEF CONTRIBUTORS READERS

MUNUS-LUDENTEM LUDUM TERRY MICHAELS, C [email protected]

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I ssue No. 1 June/ Jul y 1977

60p( $2. 00)

2nd Repr i nt August 1979

The Sci ence Fi ct i on and

Fant asy Games Magazi ne

THE MONSTERMARK

METAMORPHOSI SALPHA

COMPETI TI VE D&D

I ssue

* Monst er Mal i ni t

i n D&D* Revi ewand suc act i ons

* An I nt r oduct i on

g Y

Jg

Page 2: 2014 MUNUS-LUDENTEM LUDUM - Meetupfiles.meetup.com/286932/Munus-ludentem ludum I1V1.pdfArchangels: These beings are often numbered by the number of planets in the star system, but

What can you contribute? There is not a person among you who doesn’t have something to contribute.

You also have an editor who has worked in education for four decades and has edited it all. Poor writing? We’ll help you fix it - so dust off those notebooks and share.

“I DON’T HAVE ANYTHING TO SHARE, EXCEPT MY EXPERIENCES IN THE GAME, MY KNOWLEDGE OF HORSEBACK RIDING, MY BEER COLLECTION, MY...OH, I CAN USE ALL OF THAT, CAN’T I?”

Any modern subject might serve as a basis for an article or other contribution. Take your knowledge, write an article about what you already know and extend and translate from there.

Having trouble? Come visit the editors! We’ll be happy to help you translate your idea into reality. It’s what we’re here for.

But what about copyrights? We retain rights to the article for re-publication of the newsletter/magazine thereafter. Subsequent publishing of the article in other formats is relinquished to the author in all cases. We may republish the newsletter with the article in it, but will not use it in other publications or change it without written permission of the original author.

Where do I submit? Contact Terry Michaels at the email address on the first page.

What can I submit? Well, let’s see... .

ARTICLES !WRITE ABOUT ANY SUBJECT, SHARE A NEW TAKE ON AN OLD SUBJECT, DETAIL OLD INCOMPLETE RULES OR DISCUSS NEW RULES. GIVE AN OLD DRAGON MAGAZINE A LOOK-SEE FOR IDEAS AT THE DRAGONDEX ONLINE, OR OPEN ANY MAGAZINE AND THINK: “HOW COULD THIS RELATE TO ROLE-PLAYING GAMING?

ART WORK !I KNOW, I KNOW, YOUR ARTWORK ISN’T GOOD ENOUGH FOR A PUBLICATION. SO? WHY NOT TRY IT HERE FOR FUN? WE DON’T HAVE AN EDITORIAL COLUMN, SO SINCE NASTY COMMENTS ABOUT SUBMISSIONS IS AGAINST THE EDITORIAL POLICY HERE (BUT THEY ARE READ AND LEARNED FROM BY US), MIGHT AS WELL SEND IT IN!

ADVENTURES & MORE

!SEND US YOUR ADVENTURES, PIECES, ENCOUNTERS, YOU NAME IT. IF IT DEALS WITH ROLE-PLAYING GAMING, SEND IT IN.

KNOW OF AN EVENT? SEND IT IN. HOSTING A GAME? SEND IT IN. SEND IT ALL IN - THAT IS YOUR WAY TO CHANGE THE CONTENT. SEND IT IN.

Page 3: 2014 MUNUS-LUDENTEM LUDUM - Meetupfiles.meetup.com/286932/Munus-ludentem ludum I1V1.pdfArchangels: These beings are often numbered by the number of planets in the star system, but

The returning villain is a a classic, and oft used method of creating both continuity and increased suspense. The problem becomes one of believability when a villain pulls a “James Kirk” and returns over and over despite obvious and repeated deaths.

It is wise to create several ways an enemy could return from the “dead” and to create a list of clues that such could happen for the players, subtle enough that they are likely to only consider it after the NPC is dead and has returned to fight them again.

For example: The arch-enemy returns as an undead; have them leave clues that they are studying or dealing with

undead of the right sort and leave such clues around for the PCs to find.

Returned from the dead? Have them have kidnapped a high-level priest and don’t resolve that, until after the enemy returns.

Cloned? Show the signs of madness as the clone starts to realize there are two of itself and start talking to an imaginary twin, even while trying to kill the PCs.

Faked death? Leave clues - how did they do it? Have the PCs have the clues ahead of time before they kill the bad guy the first time and the believability factor of your game just increased a hundred fold.

Every good villain deserves another chance. Why not give your bad guy a chance to show just how evil he really can be? The cloned vampire/mummy version of their enemy may win?

The Sequel - When is it a good thing to have a villain return to make the heroes suffer some more? Will Aster

VILLAINS

DOLLY, THE CLONE

DOLLY THE VAMPIRE

FAKE DEATH OF DOLLY

PRIESTS RAISING DEAD

“VECNA - I EXPECTED TO SEE HIM AGAIN - BUT NOT ONE PIECE AT A TIME!”

Page 4: 2014 MUNUS-LUDENTEM LUDUM - Meetupfiles.meetup.com/286932/Munus-ludentem ludum I1V1.pdfArchangels: These beings are often numbered by the number of planets in the star system, but

By Andrew Koffut

The collections of angels of the Middle Ages were frequently quite different from volume to volume, so either there are no angels, or one was right in their chronicling, or they all were and what angel was in what group varied with time or some other factor.

Since the game is about possibilities, this article is based on the idea that the last idea is true.

Considering that, there is little purpose in listing the various angel-name lists as it will vary from date to date. What is useful to the gaming community is the group, the organizations that such beings existed in, and what creatures might be a part of it.

Deities would have a collection of their own “angels”, beings of various races that serve them in various roles. What are those roles? Why do they have such a function?

Let’s start with the first issue: What groups exist?

There are many such groups that are barely developed, and for that purpose we’ll simply focus on those that have meaning, that have a clearly stated function. !Aeons: These are the thoughts of the Hidden Gods, eternal beings like Chaos, Night, the first beings of the Multiverse, and are not tied to worshipers in any way. Angels: This is a very general term, and the term “fallen” is often used as a perjorative for those who have changed sides (not that there aren’t

consequences for turning against your gods). Aralim/Thrones: These beings are chosen to stand before the thrones of the Gods.

Their mission is to inspire faith and worship, as well as carry out divine justice for their deity.

Bene Elohim, Elim, Abalim, Ophanim, the Erelim, Tafsarim, and the Abalim (great angels), the angels of the fiery coals. Archangels: These beings are often numbered by the number of planets in the star system, but since this varies in each sphere, it is a false representation. There are many archangels. It is the equivalent of saying "officer" (archangel) vs. "private" (angel).

Their primary goal is to intercede for worshipers vs. the Gods' first instinct to wipe them out. They are defenders of the divine realm of the God, are closely associated with the planets of the various systems and the Zodiac for that system. They're closely associated with the functioning of the Multiverse.

They are associated with the phoenixes, Seraphim and Cherubim.

It is said they burst into song when the sun 'rises', and on the Seven Heavens live on the fourth plane. Auphanim: Cherubim, Kerubim, Ophanim, Ofanim, Auphanim, Al-karubiyan, Shinnanim, derived from "one who prays" or "one who intercedes."

These winged beings have heads that may be like that of a man, or lion, with the body of a sphinx, an eagle, or a bull. They are often used as guardian spirits at temples, at important shrines and

holy sites, and are also known as the "flame of whirling swords" due to their use of flaming swords. Some describe them as "full of eyes within", with six wings.

They are also in charge of the passage of the Gods, by vehicle or otherwise clearing the passage ahead and behind, guarding their passage. They also hold the holy throne of the Gods aloft. They are masters of the wind, and have direct access to the God they serve mentally, and are angels of light, glory, keepers of the celestial record, known for their great knowledge.

They are one of the beings that unceasingly praise their deity. It is said that they live in the Sixth or Seventh Heaven normally. They act as guardians for the Constellations. Authorities:/Virtues, also known as the Tarshishim, Force, the Mights, and Malachim: The Virtues confer the qualities of virtue, grace and valor to the worshipers of a god, whatever is valued by the God as a trait of worth.

They preside over the elements and rule the processes of celestial life, including the motions of the planets, stars, and galaxies, being in charge of cosmic laws, astronomy, astrophysics including the natural laws of physics, and metaphysics (magic, psionics, etc.). Bene Elohim: Sons of God, gigantic angels (Watchers), fallen angels, being kept prisoner until Judgment Day, the Grigori, Nefillim a.k.a. Anakim, The Yezidic Archangels.

They are said to never sleep. Sometimes angels are sent to Prime worlds to teach worshipers, but often the task is risky, and gaining the bad

Hierarchies of...What the Heck Is That?

Page 5: 2014 MUNUS-LUDENTEM LUDUM - Meetupfiles.meetup.com/286932/Munus-ludentem ludum I1V1.pdfArchangels: These beings are often numbered by the number of planets in the star system, but

psychological issues, results in condemnation of the individual angel, causing them to join this loose collection of beings.

Where they live is midway in the plane of their deity; for example, in the Seven Heavens, they live on the fifth if no longer fallen, or the third if fallen but trying to redeem themselves, or they live on the Prime they fell on, or in particularly complete cases they might live on the Hells. Powers/Chaioth ha-Qadesh/Potentialities/Dynamis/Potentates: The Powers were "the first of created angels." Their mission is to maintain order in Heaven and oppose the fallen angels in their quest to destroy the world. They are known for being ruthless in that quest and collateral damage is common. Their other duties include recording history and being present at the births and deaths of all mortals, presiding over world religions, giving them the spiritual energy and spells for their tasks. They use intuition, dreams and premonitions to warn mortals of events to come. They have the power to punish, forgive and create at will. They are also guides for lost souls to the afterlife and guard the path to the Outer Planes. Dominations/Chashmalim/Dominions/Bashmallin/Hasmalim/Hamshalim/Hashmallim/Hayyot: They assign duties and missions to the angels of the lower spheres and maintain the cosmic order. They also serve as channels of mercy. As the fourth highest ranking of the Dionysian celestial hierarchy their job is to regulate the duties of other angels. Their emblems of authority are sceptres and orbs. Elohim/Ishim/Hosts: This group act as intermediaries between God and humanity., the celestial choir closest to humans who labor incessantly to guide and protect them; including the guardian angels. They are said to be made up of snow and fire who and reside in the Fifth

Heaven. They constantly sing God's praises.

Guardian angels are those Ishim who are charged with being the protective spirits of creatures and nations. There are said to be angels to protect each of the world's nations - one for each state, in every world.

Gods: These are the third generation of creators after the Aeons. Hidden Gods; these come in a variety of names, all referring to creators that created, but then withdrew from creation. Very loosely one could consider them the parents to the Titans and their peers. Principalities/Sarim/Princes/Rulers: Principalities guard and protect royalty, judges, presidents, governors, and other world leaders, granting them the inspiration, the insights, and instincts necessary to rule with wisdom and justice. They protect the nations, all world organizations, and all religious leaders. Seraphim: One of the highest orders of angels. The word is composed of SER, which means a higher being, and RAPHA, which means "he who heals,” or, a spirit who heals.

Shining beings, perfect and incorruptible surrounding the thrones of deities and constantly singing their God's throne and constantly sing prayers of mercy. They shine so brightly that even angels avert their eyes, but mortals simply disintegrate (no save, though it would be hard not to detect their approach.

Their mission as Seraphim is to control and direct the divine energies that flow from the throne of God and to inflame the mortal soul with love for its Creator. For that reason they are known as the angels of love (they are also the angels of light and of fire). Being some of the closest angels to the Divine Throne, and they eternally burn with love for the Creator, they are also known as the Burning Ones.

Page 6: 2014 MUNUS-LUDENTEM LUDUM - Meetupfiles.meetup.com/286932/Munus-ludentem ludum I1V1.pdfArchangels: These beings are often numbered by the number of planets in the star system, but

There are said to be only four Seraphim per deity, each corresponding to the four winds of the world. They are said to have four faces and six wings.

Titans: This generally refers to the second generation of creators, including the kyclops and other more monstrous children of the Goddess. They are not tied to worshipper health and worship.

Although these ancient beings are written up as beautiful and good beings, there is NOTHING preventing each group to be written up in very different alignment and purpose. Each deity might have a set of them. Satan himself was once a

So ends the first Munus-ludentem ludum (look it up). We are interested in your ideas, however short, long, poorly edited, as long as it relates to role-playing gaming in the Austin area. !Send your materials to [email protected] for inclusion. We’ll try to get an issue out biannually at least. !One reminder: DON’T send “ideas for things to do”. We don’t have magic genii. Send YOUR articles, art work, items, creatures, etc. Trust us - we’ll get them published.

What can you send in, edited or not? Convention reports, Classified ads, Encounters, Reproduced blog posts (with permission), Polls/

Letters to the Editor, Articles, Artwork (have you seen some of the most famous fantasy artists’ early work? Go for it), Creatures, Magic items, Technology, Gaming logs, DM tips, Characters, Book/Movie/Game reviews, News items, Interviews,