A trek through history indeed.
I can't let you down now, especially now I've got all these imitators. I've got to set an example to them. I'll probably have to slow it down to only 1 or 2 a week during may/june, because exam crunch time'll keeping me busy, but once the holidays start, the pace'll pick up again.This is really interesting always. Nice to see you keeping it up.
Or rahter, so you can say to the Player Character interlopers, "Look! That's how rich you are about to become, when you kill my servant, and then turn your nasty blades upon me! Bill Gates...ah, fuck it. I'm dead, aren't I?"The only advantage to having a magical servant made entirely out of gold is so that you can say to everyone "Look! That's how rich I am. Bill Gates, eat your heart out."
Actually, Superhero 2044 (1977), the ancestor of Champions, and The Fantasy Trip: Melee (1977), the direct ancestor of GURPS, both used point-buy allocation one year before that issue.The Dragon Issue 14: May 1978
Robots as players in Metamorphosis Alpha: Another article that does exactly what is says on the tin, opening up a new player type, and corresponding playstyle, due to their different abilities. Uses one of the earliest point buy systems to create their stats, rather than the random generation more common in this era, which is nice. I don't think this is the very first instance of point buy character creation, but it'd be funny if it was.
I seem to recall reading a comment from Jim Ward where he stated that he was very much of the Monty Haul-school, so really this commentary isn't much of a surprise.Game balance: Jim ward presents a different face to it, reminding us that characters can be obscenely powerful and the game remain fun, as long as they are up against challenges commensurate with their abilities. It is after all, a game, and if you make it too much of a grind, it ceases to be fun. Which is a nice contrast with gygaxian antagonistic GM'ing.
Jack Chick?40 pages. Once again, the editor tries to remind people it's just a game, and their readers shouldn't take roleplaying so seriously. Don't confuse fantasy with reality, don't throw tantrums when your character dies, don't try and assign some deep cosmic meaning to everything we write. All things that you would suppose are common sense. But there's always a few who don't listen, and those are the ones sending poorly written vitriolic letters to the magazine.
Even the editor called it unbalanced. Among the abilities:How do the ninja in this compare to the ones that came out a few years later in Oriental Adventures?