
Issue
Nr.18 has one major improvement: larger fonts. No more ruining
your eyes with 8pt. Thus the issue also has fewer articles than
other ones, but with 48 pages it appears to be pretty small
anyway.
The first article is a review by John Foody. Generally reviews
are not something to review. However he presents the various
novels republished by "The Black Library", which seems
to be a subdivision of GW, which is in charge of bringing some
novels that were out of print back to the printer. The review
is pretty critical and John certainly does not lift the novels
into the sky. It is a good overview for anyone thinking whether
they should buy any of these "warhammer classics".
The review is rounded by some information of a monthly warhammer
comic magazine and a short interview with the "Black Library's"
boss: Marc Gascoigne.
The first "true" article was written by Timothy Eccles,
who seems to be subscribed to open each issue. This time he
tries to develop a possible future of the warhammer world. Were
the different nations may develop into, what will happen to
certain cults etc. The format is of course highly unusual and
of course very speculative. Bringing development into warhammer
is also a tricky subject, since the rulebook implies very little
social and industrial development and the few changes were made
through war. Although interesting to read, Timothy fails to
introduce new ideas. His lines of development are more or less
taken from our history. So if you do own a book from your history
classes in school and the smallest amount of common sense you
do not really need this article. The time-span itself makes
is virtually unusable for any campaign. Timothy clearly talks
about historical development, so that a hundred years are nothing,
which of course makes the ideas difficult to incorporate. Although
the approach is interesting, the article fails to bring surprising
new information or ideas.
Another article by Timothy follows. This is the first part of
a multipart article on guilds. A much more rewarding subject.
The first article seems to serve as introduction and basics,
so there is currently very little to actually use. It is a little
disturbing that the article lacks any reference to RoS, although
this is very likely to have been available to the author. So
we have to see for the next issue to appropriately evaluate
the article.
The next article - I do have scruples to call it an article
- comes from Paul Slevin and is announced as an extended Enemy
Within-Campaign. Basically the author takes the campaign and
adds other adventures in between, e.g. between Power behind
the thrown and Empire in Flames/Chaos, the PC should be send
to Doomstones. Some of the extensions, just like the one I have
just mentioned, appear to be pretty strained. The article is
useless for anyone not possessing the old adventure like Lichemaster,
the Restless Death or Drachenfels. For those that do, the question
is whether someone really wants to send the PCs on such a tour
de force. Even if you want to do this, the article gives you
little information on how to connect the adventures. For getting
connectors like "hire them to take cargo to XXX" I
do not pay money.
The following is an interesting article by Robin Low. The subject
of the article itself is a philanthropic society called "The
Trust" that promotes science by giving money. The description
itself is more or less good standard. One or two secrets, extensive
descriptions on the place where the society has its place, the
main characters etc. All quite good and interesting to read.
The only flaw is that the article ignores interaction with guilds
and the new colleges of magic a little bit. Nevertheless quite
good. What makes this article exceptional is, unfortunately,
only found in a small box. The trust wants to further science
and the head is a cultist of Tzeentch. Well, that is ordinary
for the regular warhammer fan. What is not ordinary in my view
is that the cult is not reduced to a number of thugs, but the
idea that you can do something bad for good reasons is developed.
Sure a researcher may conduct illegal experiments, but what
if his goal is not so despicable. In my view this is a great
idea and should have detailed more thoroughly. In the hands
of a good GM, this can bring a totally new perspective to the
game and especially Tzeentch. Three thumbs up for this idea.
The third part of the Talabheim series is the next article.
Again well above average. This time the bureaucrat centre of
Talabheim is discussed, which is situated in the oddly named
Blutberg district (the name hints more on the place for executions
than bureaucracy). The article is somewhat overly dominated
by the idea of bureaucracy and tradition. This makes the article
a little bit tiring. What is worse is that the article is poorly
edited. Some places change their name during the article (e.g.
what was Spaltenskeller, becomes Spalteskeller later on) and
again my old fried of the rape of German languages comes along.
Besides persons' names some of places are just poorly chosen,
but I get used to it. When the author speaks of Abteilungssteuer,
however, he meant the department of taxes. The department of
tax would be Steuerabteilung, Abteilungssteuer means "tax
for departments". One can argue whether German names are
useful or not, but when they are used they should not confuse
the reader. Even though I consider the article to be quite good,
the poor editing certainly ruins the picture for me. If you
do not speak German, you will have less problem and probably
more fun with the third part of the Talabheim series.
An adventure by John Foody follows. Set near the Talabec river
it is basically a bandit hunt. The well-known plot of bandits
hiding in the forest that need to be found is spiced up with
a valuable, although very unusual, halfling artefact and some
connections with the bandits. The general plat sounds like a
lot of fun. No chaos, no exaggerated NPCs. However the plot
remains sketchy and very artificial. The begins from the place,
which looks a lot like generated for this adventure (which it
of course is, but this should not be visible), and ends with
the events, that remain colourless. The basic idea promised
some fun, but the adventure needs a lot of rework before I could
recommend it unconditionally. Which is a pity, since it has
the potential to be fun and may be something of surprise when
the PCs find the stolen artefact.
As with all Warpstone, this issue is finished with a short story
(well, in fact with the letters to the editor, but I will not
review them). This story was written by Krpoun (this is not
a misspelling and I wonder how it is pronounced). To sum it
up: battle. The story is about two people that fight. Beginning
from the first and ending in the last line. Pretty cliché.
Nothing else, but probably I have not noticed. If you like such
stories, this may be as good as any other. If you do not, well,
skip the pages.
To come back to the poor editing of the Talabheim-article. There
are quite a number of such errors like Abteilungssteuer in the
article and I had the impression that this issue had a substantial
number of orthographical and grammatical errors and, as you
may know, I am not very touchy about it.
This issue of Warpstone is not the best I have ever seen, there
is plenty of room to improve. In my view there are only two
reasons to buy it: to own all parts of the Talabheim series
and Low's article on "The Trust". The rest is average
at best. Without the "Trust" it would have deserved
a rating, well below five, but I really liked the idea, therefore
(ls)
