
Issue
Nr.16 was an issue looked forward to more than any other else.
This is not so much because of the issue itself, but because it
starts the Talabheim series. But more on that later.
Timothy Eccles opens the issue, after the usual titbits of news
and short reviews, with his column "The Correspondent".
His approach is, as almost always, excellent, but alas too little
space. He writes about cultural differences between the various
regions of the empire. He mentions the most relevant points to
play on regionalisms (currency, language). This could easily fill
more than a dozen pages, unfortunately Tims column is as
always restricted to two pages. Of these two pages more than one
page is filled with what Tim calls "nuggets". These
are certain term, words or ideas that have specific meaning for
people in the old word. This is nice too read, but appears to
be a little uninspired. I wish if more room would have been given
to general information on cultural differences and less space
for these "nuggets". The various terms appear too much
torn apart and out of their context. A great approach and a nice
article, but with considerable flaws.
The next article comes from Toby Pilling. It is an four page
lamentation about the often negative view of the Doomstones campaign.
Some things are intersting, but the article cannot really decide
if it wants to be a guideline for running the campaign or an extended
review. It fails in both cases. For a review it is much too long
and contains too little information of the campaign. For the former
the ideas are too vague and general. The only thing you really
can learn from the article is that the author likes the Doomstones
campaign. Not very much for four pages.
An interesting article by Eccles, Foody, Huntington and Keane
follows. It is one of the most unusual articles I have read so
far in a role-playing magazine. The article discusses if murder
is justifable. From a jurists point of view I can say it is never
justifiable, but manslaughter may be. The reason for the article
was a situation in this group where a halfling killed a watchman.
The story is the told out of the eyes of the different people
and what they think about it. Looking at it from a legal point
of view I say that the halfling committed murder, not manslaughter,
and that there were no mitigating circumstances apparent. Nevertheless
it is interesting to read, especially how Tim, who played the
halfling, desperately tries to justify what his character has
done. Although the article is only concerned with this particular
incident, it may provoke players to think a little bit about their
characters actions.
Then comes the centre-piece of this issue. The first part of
the description of Talabheim. All I can say about it, is that
it is excellent. The whole project will cover between four and
five issues, so at the end you will have a full-size supplement
of Talabheim. The article discusses in the first part the surrounding
land of Talabheim, basically the crater, history, politics, law
and order and religion. Each section was written by different
authors and therefore the quality differs somewhat. Nevertheless
all sections are far above average. There is however no light
without shadow. One odd aspect of Talabheim is that it is in the
middle of a crater. Sure this is GW-fault, but it does affect
the plausibility of Talabheim a little bit. It reminds me
a lot of Dien Bien Phu. The authors clearly have no reason why
the city is not wiped away easily, they just say a few times that
the rim of the crater cannot be scaled. This situation is the
heritage of GW and should not be blamed on the article. Another
minor flaw of the description is that the legal system presented
is too much rooted in the common law, in fact is a more or less
direct take-over of the common law system of Great Britain into
Talabheim. This idea, which I have critised often on the past,
fits little to the general "germanic" nature of the
old world. Despite these minor flaws, and there are many other
that would exceed the space of this review, the article and the
whole project is ambitious and so far has fulfilled the
expectations.
A rather odd feature is a play by Mark Bell. It is definitely
not everyones cup of tea, certainly it is not mine. Nevertheless
it is well written and may be interesting for others.
An adventure by John Foody is the next article. The adventure
is set in Talabheim and can be used to introduce the players to
Talabheim. The adventure plays very much on the specific political
situation of Talabheim, that is dominated by the nobility and
the guilds have little influence. The adventure has a number of
interesting NPCs and gives a great example of the
political situation. The biggest disadvantage is that the players
have very much freedom and an inexperienced GM may have problems
to control them. The adventure is worth reading even if only for
its illustration of the political situation.
This issue of Warpstone is certainly worth buying. The Talabheim
project is impressive and I hope that it will continue on its
high standard in the future. (ls)
