![]() It's fine for what it is, but nothing special. This is an advanced career like those found in Mercenaryor High Guard and covers the civilian secret agents of the Third Imperium. Robert McMahon offers up "The Imperial Secret Service," a new career for use with Traveller. Like its predecessors, this installment is filled with excellent food for thought, even for experienced dungeon makers. His overall point, though, is that the referee's approach to designing his dungeons has consequences for not just its final form but also how players might receive it. Musson discusses other types of dungeons, too, like the "silly dungeon" and "improvised dungeon," among others. Such a dungeon is contrasted with the "ecological dungeon," whose layout and contents make sense according to naturalistic principles. He starts, for example, with the "cybernetic dungeon" – an odd turn of phrase, to be sure, but one that refers to a computer-generated, which is to say, random dungeon. The issue begins with Part 3 of Roger Musson's "The Dungeon Architect." This month's installment discusses "The Populated Dungeon," by which Musson really means how and why the dungeon is the way it is. The advent of monthly White Dwarf coincides precisely with my own awareness of the periodical, so I look forward to re-reading those issues with which I have contemporary acquaintance. Ian Livingstone's editorial notes that 1982 "should be the year of monthly WD," thanks in no small part to the large number of submissions made to the magazine in answer to last month's appeal for them. Issue #27 of White Dwarf (October/November 1981) features a science fictional cover by Allan Craddock, an artist who'd later do work on the Fighting Fantasy series. ![]()
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