1982
This
is another Thieves' World adventure written by Bill Fawcett, and designed
and illustrated by Jordan Weisman, Jim Clouse and Mineral Bamletta.
The players assume the roles of "Hawkmasks", uniformed thugs
in the service of Sanctuary's crime boss, Jubal. One of the players
is a traitor, and working at cross purposes with the others. Robert
Aspirin contributed an essay "Gaming Jubal", which focuses
on the problem of presenting believable villains in adventure fiction.
Back
cover blurb:
Jubal
has made it clear. In three days deliver the one among you who betrays
the Hawkmasks or all must die. In a race against time you must find
which of you is the TRAITOR and recover a valuable document. TRAITOR
is an adventure in Sanctuary, the city of Thieves' World anthologies
edited by Robert Asprin. TRAITOR includes a detailed adventure, dozens
of new characters, maps, and locations for Sanctuary, and Gaming Jubal
by Robert Asprin.
Review
of "Traitor" and "Spirit Stones",
White Dwarf 38, "Open Book"
These are the first of a series of scenarios being produced by FASA
for use with Thieves' World, Chaosium's multi-system pack reviewed
in WD3O. They are designed to be readily convertible to any system:
characters' statistics are listed in the form of percentages in six
characteristics (Might, Intellect, Knowledge, Stamina, Co- ordination,
and Appeal) and ratings in one or more generalised skills (fighter,
thief, cleric) on a scale of 0-9, together with height, weight, age,
weapons and armour (if any) and cash in hand.
In
Traitor the players (4 or B recommended) are Hawkmasks, employees
of the underworld boss Jubal (whose motivation and character are described
in a fine essay by Robert Asprin, originator of the Thieves' World
concept and editor of the 4 collections of stories about Sanctuary now
available). They have been ambushed while collecting a document very
important to him and have three days in which to retrieve it and discover
the traitor among their own ranks. This can be any of the characters,
as the GM chooses; the detachable character-sheets provided for the
players present identical information on each side, with an extra paragraph
on one side explaining how the player has come to betray information
about the pickup, in each case as a result of foolishness or unthinking
greed rather than malicious intent. The 'traitor' is doomed unless he
successfully shifts the blame to someone else, and the penalty for failure
in the main task is certainly death; thus the players, especially the
'traitor', will be under considerable pressure.
In
The Spirit Stones the players (3 or 4) are S'Danzo, members of
the gypsy-like people introduced in Thieves' World and further
explained here by their creator Lynn Abbey. They must recover three
Spirit Stones entrusted to their care, the only objects that the S'Danzo
truly value, taken by force from an old S'Danzo they should have been
guarding. Their only lead is that the thief came from Sanctuary and
had a peculiarly scarred face. The trouble that they will face comes
not so much from false leads as from the fact that the stones have changed
hands several times by the time they reach Sanctuary; there is no time-limit,
but tracking down and recovering them will be very difficult, especially
as the S'Danzo cannot afford to let the true value of the Stones be
known, and will not get much help from their own people even.
The
plots and sub-plots have been carefully thought out and all possibilities
seem to be well covered; some of the personnel in the two scenarios
are the same, helpfully cutting the GM's work. A further restriction
upon the players in both cases will be their shortage of cash, which
will be needed for private-eye style bribes as well as, in the S'Danzo
case, living expenses; complications and delays may well ensue if they
attempt to supplement their means by the commonest method in Sanctuary,
theft.
Presentation
is reasonably good, but each page has a sprinkling of misprints and
minor errors and the language is sometimes clumsy. Traitor also
requires as background a period when the Ilsig kingdom has not yet been
conquered, which would in fact be considerably before the 'present'
of Thieves' World, and The Spirit Stones' account of the
cult of Shipri does not square with what is said on the last page of
the Thieves' World players' guide, but these are minor features
which can easily be adjusted. Less easily coped with is the problem
of the relative value of coins; reference in the stories suggest that
silver and gold are considerably more valuable in relation to copper
than the RuneQuest 1:20:200 standard, and this is an area which
could do with explanation. But all in all, these look like testing and
enjoyable adventures.
Enjoyment:
8
Skill (required): 7
Complexity (of adventures): 6
Overall: 7
Oliver Dickinson