NEW
Front-end Alignments:
"Quasi-alignments of
the people you game with"
by Rich Stump
The alignment system in the
AD&D®
game is basically a good
one; it details
certain aspects of each
alignment, but it
doesn't get into specifics.
We really don't
know what kinds of things
a CG character may or may not do.
One thing that the AD&D
game alignment
system is not very good
for is trying
to label people (namely
gamers) as being of
any certain alignment. It
is hard to define
actions in everyday life
as being ?good,?
?neutral? or ?evil,? and
who would say that
he thought he was chaotic
evil, anyway?
At best, we can only interpret
the system
as we want to, and the AD&D
game alignments
weren?t really made for
this purpose
anyway.
The following system of
19 "quasialignments" has been designed for the
purpose of giving players
alignments,
however stupid or absurd
that may seem.
The alignments are based
on how the
players act during gaming
sessions and on
what kinds of things they
do. Though the
alignments and what they
cover are clearcut,
there probably are a few
other "quasialignments" not yet covered by this
system.
The quasi-alignment system
is divided
into Lawful, Chaotic, and
Neutral alignments,
just like the AD&D
game system. In
this system, Lawful means
that players of
those alignments get involved
in the game,
while Chaotics are detrimental
to the game
as a whole. Neutrals fall
anywhere
between. It is possible
for a player to have
two or more alignments at
once. Though
these alignments are really
meant for
players, it is possible
to classify characters
under them as well. How
well this
arrangement works depends
upon the
group in question. These
alignments
should only be taken as
seriously as you
want to take them.
Chaotic
Crybaby (CC): Players and characters
of this alignment are similar
to
Neutral Woundwailers
(q.v.), though they
are much more of a problem
and are
particularly aggravating
for Dungeon
Masters. While the latter
complain mainly
about combat and combat-related
portions
of the adventure, Chaotic
Crybabies are
prone to outbursts on anything.
If something
doesn?t go their way, you
can bet
money that a Chaotic Crybaby
will scream
and yell. Things which a
person of this
alignment complains about
include (but
are certainly not limited
to): missed saving
throws, small amounts of
experience
points or treasure, character
injury, having
insufficient strength to
break down a
door, and other game facets
of lesser
importance.
Example 1: A Chaotic Crybaby
player is
rolling up an elven character.
All the rolls
are above average except
for wisdom,
which is a 9. The player
wails, saying that
he?ll never be able to survive
with such a
low score.
Example 2: A Chaotic Crybaby?s
thief is
attempting to pick a lock.
When the PC?s
actions are unsuccessful,
a moan issues
from the player about unfair
DMs.
Chaotic
Diehard (CD): These players and
their characters can be
a great source of
pain for many DMs. Most
Chaotic Diehards
are exceptionally good with
dice and
can coax almost any number
desired out
of them. Characters of these
people almost
undoubtedly have one or
more abilities
with 18s, with strength,
dexterity,
and
constitution
being the abilities that have
such scores most of the
time.
Chaotic Diehards are noted
for foiling a
DM?s most intricate plans,
such as saving
four times against the medusa?s
gaze,
single-handedly wiping out
eight orcs at
1st level, dicing up an
illusionist while not
believing any of his spells,
and so on. Some
Chaotic Diehards get carried
away during
melee combat: It is not
uncommon for
such a person to make attack
rolls before
the DM asks him to do so,
and he may
have a thing about always
being the one to
roll the initiative die.
Players who act in
this manner are also known
as Chaotic
Hackers.
Chaotic
Everywhere (CEv): These players
cause heartache to many
a DM and player
alike. A Chaotic Everywhere
tries to be
everywhere and do everything
at once.
His PC is usually the first
person in a room
when treasure is discovered
and the first
out of a room if trouble
occurs. Often,
such a player is impatient
and is nearly
always a source of interruption
-- especially
when the rest of the party
is doing
something or the DM is describing
more
than one object in a room.
Example: A group of adventurers
containing
a Chaotic Everywhere character
comes upon a room that is
set up like a
chemist's lab. The Chaotic
Everywhere
moves all over the room,
showing up
whenever another adventurer
finds something
of interest. The person
then tries to
do anything in the room
that someone else
was planning to do. If the
character in
question creates an explosion
with some
chemicals, the player claims
no damage
was taken because he ran
at the first sign
of trouble.
The best way to get revenge
on this type
of person is to get the
whole party to
threaten the Chaotic Everywhere's
character
with death,
or for a DM to design an
enclosed room that floods
when entered,
making sure that the Chaotic
Everywhere
is the only one to go in.
Chaotic
Hot-Shot (CHS): The Chaotic Hot-
Shot is a relatively common
alignment, and
most players have either
met or played in
an AD&D
game with such an individual. A
person of this type of alignment
is known
for chronic bragging. If
given the chance,
such players will go on
about ability
scores, hit points, armor
class, and whatever
else until they're blue
in the face.
Characters of this alignment
usually make
enemies among the DM?s NPCs,
and have
been known to die because
of their ceaseless
braggadocio.
Example: A Chaotic Hot-Shot
and a
friend are at a tavern,
and both are drinking.
The hot-shot brags to his
friend all
about his magic sword, his
prize gem, his
fortune
in silver, and his special shield.
The Chaotic Hot-Shot?s friend
then buys
him two more drinks and
tells him to
come outside when he is
finished. The
?friend? is really an assassin
who plans to
give the hot-shot an evening
to remember,
assuming the PC lives through
it.
Characters of the
Chaotic Stupid and Lawful
Idiot alignments
are alike in some ways,
though not
in others. Where Lawful
Idiots simply
make bad mistakes, Chaotic
Stupids have
been known to actively seek
out idiotic
things to do. Some of the
actions performed
by these people are nearly
suicidal
?actions that would cause
even Conan to
hesitate. Chaotic Stupid
characters may
make enemies in their adventuring
party
and might be slaughtered
by members of
the group for certain reasons.
In one such
case, a Chaotic Stupid was
slain by his
adventuring buddies because
the character
always insulted monsters
that could
wipe the party out. The
PC in question
signed a death warrant for
himself after
he shouted a few insults
at a large and
nasty dragon.
Example: A Chaotic Stupid
has his
money-pouch stolen and decides
to give
chase. The thief runs down
a flight of
steps into darkness. Not
bothering to wait
for the rest of the adventurers,
the PC
charges into the darkness
? only to find
out that he can?t see because
he?s a human!
Shrugging off this setback,
the character
proceeds into the gloom,
gets lost in a
maze, and is riddled with
arrows by a
friend of the very thief
who stole his
pouch in the first place.
Chaotic
Suicidal (CSu): A person of
Chaotic Suicidal alignment
is one with an
obsession for killing his
characters. A
player of this nature may
go through four
or more characters in a
month. This is
very frustrating for many
DMs, as they
must now find a more stable
player to
incorporate into the current
adventuring
group. Sometimes a Chaotic
Suicidal may
kill his character off for
no apparent reason
at all; at times, the player
simply tires
of his old character and
desires another
one. Of course, the second
example
doesn?t make any sense ?
especially when
that character is killed
off after reaching a
high level of experience,
being knighted,
getting a powerful magical
item, or other
related goals.
Depending upon what reason
or reasons
the Chaotic Suicidal has
for destroying his
character, the DM may not
allow the character
to be done away with so
easily. To
counter this, the Chaotic
Suicidal goes on a
kamikaze rampage, attacking
at every
opportunity until the character
is slain.
Example 1: A Chaotic Suicidal
with a 5thlevel
fighter is wandering around
in a
large cave system. When
the fighter gets
hit by a wight and loses
an experience
level, the player complains
briefly and
decides it is time to get
a new character.
Consequently, the fighter
jumps off the
next cliff he finds.
Example 2: A Chaotic Suicidal
character
gets into a jam and is cornered
by a pair of
very nasty fire giants.
Though the giants
might be willing to ransom
the character,
the PC decides instead to
go out in a blaze
of glory by daring the giants
to attack him
and throwing rocks at them
until they
squash him.
Lawful
Bored (LB): Players of the Lawful
Bored alignment are not
very vocal.
Though they might be excellent
players or
may have good ideas, they
never get a
chance to present them because
(from
their viewpoint) the rest
of the group talks
too much or argues all the
time. This
alignment can be linked
to Lawful
Ignored,
as the two may occur simultaneously
in the same individual.
A player may
be bored and is thus ignored
by the rest of
the group, or the player
is ignored in the
first place and becomes
bored. A Lawful
Bored person usually waits
from 10 to 30
minutes for a chance to
do something
important. In the meantime,
he just sits in
a chair and listens to other
people argue
about nothing. After this
waiting period,
the person may instead get
up and leave
the group. The rest of the
players often
don?t even realize that
the Lawful Bored
person has left.
Example: A party of adventurers
containing
a Lawful Bored person stumbles
upon a large treasure hoard.
While the
rest of the party immediately
begins to
argue over the treasure,
the Lawful Bored
character does nothing to
get involved.
Ten minutes later, the Lawful
Bored person
leaves the gaming room to
raid the
refrigerator, and is not
missed by the rest
of the party members until
the next day,
when lots of precious victuals
are discovered
missing.
Lawful
Goody-Goody (LGG): This type of
player is a rare one. A
Lawful Goody
Goody person is usually
very nice and
never does mean or nasty
(i.e., ?fun?)
things to other members
of the party.
They are also the ?Champions
of Justice,?
rescuing anyone in need,
saving fair maidens,
and giving alms to the church
or to
the poor. The Lawful Goody-Goody
runs a
super example of a paladin
and is really a
good guy to have around.
Example: A Lawful Goody-Goody?s
PC
comes upon a small village
which has
fallen upon hard times.
After speaking
with the locals, the character
finds out
that they are being unfairly
governed by a
mean and evil mayor, who
is also very
greedy. The Lawful Goody-Goody
decides
to run the mayor out of
the town and is
successful. He then gives
the villagers
money from his own pockets
so that they
can start over, declines
a reward, and is
gone like the wind. (Sounds
like a comicbook
hero, doesn?t he?)
Lawful
Idiot (LId): This alignment is akin
to the Chaotic
Stupid alignment. Though
they may be firm believers
in law, these
players still seem to be
"barefoot in the
head," as Brian Aldiss might
say. A person
of this alignment may not
do the bizarre
things that a Chaotic Stupid
character
would, but they may do other
things: for
example, telling the owner
of a gambling
house in front of the patrons
that his
games are fixed, or walking
into the local
Thieves? Guild and demanding
to fight the
?head crook.? The difference
between this
and Chaotic Stupid usually
lies in the fact
that the Lawful Idiot is
acting on the general
intent of the group (?But
you told me
the games were fixed, and
you wanted to
do something about it! We?re
paladins,
right??), while the Chaotic
Stupid isn?t (?I
don?t care what you want!
I feel like telling
him off!?). Sometimes a
Lawful Idiot accidentally
does something right and
becomes a hero (?You mean
he ran away
just because I told him
he was cheating
people??), but this isn?t
common.
Lawful
Ignored (LIg): A person of this alignment
is either extremely laid-back
or an NPC.
These players usually wind
up in
the back ranks of an adventuring
group
and don?t do much. However,
if a serious
problem comes up, the Lawful
Ignored
person can be counted on
to pull through
and help the rest of the
group. For exam
ple, a cleric may be asked
to heal the
whole party after a fight
in which they
were nearly killed. A thief
might have to
disarm a trap, or a magic-user
may have to
knock open a door. Of course,
the Lawful
Ignored person is sent right
back to the
rear of the party after
performing their
function. When a Lawful
Ignored person
isn?t directly involved
in the action, they
often get away from the
group to play
cards or do something else
the others
won?t notice. This turn
of events may
cause some players to also
become Lawful
Bored in addition to Lawful
Ignored.
When the person is needed
but is not
there, a catastrophe is
sure to occur.
Example: A Lawful Ignored
magic-user
with measly hit points is
the main source
of missile power for a group,
as he can
cast fireballs, lightning
bolts, and other
destructive spells. A group
of orcs
ambushes the magic-user?s
party in a
mountain pass one day. The
fighters in the
party hold back, waiting
for a fireball to
cook the orcs. When one
doesn?t come, the
party finds out that the
magic-user?s player
has disappeared because
he didn?t have
anything to do. The DM rules
that the
magic-user was shot full
of orc arrows and
is unconscious. The orcs
charge and hack
up the adventurers.
Lawful
Liar (LL): Though this sounds
like an alignment for law
and order, any
PC of a normal AD&D
game alignment
may be, knowingly or unknowingly,
a
Lawful Liar. (If the ?L?
from ?Lawful? is
removed, a person of this
alignment is
exposed as an Awful Liar,
which is usually
what they are.) This player
or character is
not a teller of falsehoods;
instead, he or
she is constantly out of
line with any professed
alignment or class.
deal of conceit. The paladin
also resorts to
violence to solve day-to-day
problems
(sound familiar?).
Example 2: A druid of neutral
alignment
is played by a Lawful Liar.
She acts in a
totally Chaotic fashion,
doing things by
whim and not caring whether
or not the
?balance of nature? is kept.
A lot of her
motivation is built upon
the possible gain
of treasure, and she gives
little thought to
conservation of the wooded
areas in the
region. She also spends
much time in
dungeons and other underground
places,
rather than in the outdoors
of which she
is supposedly an intricate
part. On top of
that, she rarely visits
her home base and
does not give worship to
nature except in
dire circumstances. These
types of people
are extremely annoying to
DMs, other
players, and of course,
the deities themselves.
A good way to solve problems
created by this character
involves having a
deity or deity?s servant
chew them out,
demanding reform on pain
of death (or
worse).
Lawful
Serious (LS): Anyone of the Lawful
Serious alignment really
knows how to
play DUNGEONS & DRAGONS®
games.
Rather than being silly
or doing stupid
things, the person creates
a character to
be role-played differently
than prior characters.
He aims to have a good time,
as
well as to get things accomplished
when
the group meets to play.
Many DMs
(including myself) feel
that this kind of
person is one of the best
to game with. As
long as the player does
not take the game
too seriously, this is one
of the best alignments
there is.
Neutral
Absent (NA): A person of Neutral
Absent alignment is, for
one reason or
another, always unable to
attend gaming
sessions, but always wants
experience and
treasure for the day. These
players are
known for calling up a DM
and asking to
have their character run
as an NPC. If the
Neutral Absent player is
not too busy, the
person might call up three
or four times
for an update on what is
going on. After
many calls of this sort,
a DM may feel like
telling the Neutral Absent
person that he
can go to the ninth level
of one of the
Lower Planes. These people
have a knack
for getting on everyone?s
nerves.
Example: A group of friends
are playing
the D&D game one day
when the Neutral
Absent player of the group
calls up to say
that he is busy and cannot
come. The
player then asks the DM
to run his character
as an NPC. A half hour later,
the Neutral
Absent player calls back
for an
update. After four such
calls, the DM tells
the person that the rest
of the group killed
three dragons
and is now swimming in a
sea of treasure, but the
Neutral Absent
player?s fighter got fried.
Of course, the
DM is lying, but the player
doesn?t know
that.
Neutral
Confused (NC): A player of this
alignment walks around in
a daze 98% of
the time. Neutral Confused
players are the
ones who come into a room,
look around,
then ask where the exits
are. Magic-users
who act in this manner are
notoriously
unreliable, for they do
not decide what
spell should be cast until
all of the opponents
are dead. A fighter of this
alignment
may attack an enemy even
after the foe is
down, or attack his own
party by mistake.
Jester
players who are Neutral Confused
screw up their jokes and
puns so badly
that they are rendered useless.
Sometimes
this person even forgets
what has been
done by their character
in that play session,
and thus repeats his actions.
A good
example of this is a Neutral
Confused
person who looks in a closet
four times
while searching a room.
Example: A party containing
a Neutral
Confused character comes
upon a chamber
outfitted like a bedroom.
After a quick
search reveals a secret
door, the party
decides to go through it.
The Neutral
Confused character is left
behind, totally
oblivious to what is going
on. He searches
around in the room, but
finds nothing of
value. At that moment, the
rest of the
party comes speeding back
through the
secret door yelling to the
Neutral Confused
character to get out of
the room.
The Neutral Confused character
asks what
the problem is and watches
everyone run
out of the chamber without
moving. Turning
to face the secret door,
he sees a huge
tunnel worm enter the room.
Neutral
Dietosser (ND): This alignment is
similar to Chaotic Diehard
in that both
involve die-rolling. Neutral
Dietossers,
however, are those unfortunate
people
who have lots of dice
but are never able to
roll well with them or get
the numbers
that they want. A Neutral
Dietosser may
get very upset with his
dice; at this point,
the player begins tossing
dice over his
shoulder or at other people.
If such a
player lofts enough dice
into the air, the
person may be subdued by
the DM or by
other players (depending
on who is sitting
closest to the Dietosser).
Example: A Neutral Dietosser
is very
upset at his last few ?to
hit? rolls, as none
of them were higher than
12. The player
then announces to the group
that unless
his dice roll well, they
will be tossed to
new locations. By the end
of the gaming
session, the Neutral Dietosser
has thrown
dice 52 times and has lost
six of them
forever.
Neutral
Montyhaul (NM): This extremely
popular alignment is the
favored choice of
hundreds of players. Those
individuals
under this alignment are
always in the
race for the "bestest with
the mostest!" If a
player falls under the hold
of this alignment,
look out! Examples of Neutral
Montyhaul
characters are all too common,
but
here are a few: a fighter
who has a sword
+10; shield +10, and field
plate armor
+20; a 4,000th-level magic-user
or cleric; a
character with an intergalactic
battle
cruiser; a fighter with
a sword that does
400 hp of damage to any
target; and, a
gambling thief who has an
unlimited supply
of 1,000,000 gp gems. If
you ever run
into one of these types,
it is best to leave
as quickly as possible.
Some campaigns
have been known to drift
under this alignment
and vanish into nothingness.
Neutral
Puppet (NP): A person who is a
Neutral Puppet does not
have a brain and
cannot think for himself.
These players
always follow another member
of their party
around and do whatever that
indi-
vidual does (except during
combat
-- they usually
try to hide at this point).
Neutral
Puppets can get to be extremely
annoying, Neutral Self-Centered is at the center of
especially when they follow
another
annoying player, which often
leads to
idiotic actions being done
twice over.
Example: A Neutral Puppet
has grown
attached to a Chaotic Suicidal
character.
When the Chaotic Suicidal
decides to jump
into a vat of acid for no
reason whatsoever,
the Neutral Puppet copies
the gesture.
When a Neutral Puppet gets
involved with people like
this, you can bet
that the person will not
have a very successful
gaming life.
Neutral
Self-Centered (NSC): A Neutral
Self-Centered person believes
that the
world revolves around him
and expects
everyone else to act in
accordance with
this belief. When a person
of this alignment
doesn?t get his way, screams
of protest
may occur (see Chaotic
Crybaby and
Neutral Woundwailer). A
major belief of
this alignment is that all
is well with the
world if all is well with
the Neutral Self-
Centered person. Some characters
of this
alignment may believe themselves
to be
super-powered and unstoppable,
but their
bubble bursts soon enough.
Example: A party containing
a Neutral
Self-Centered cleric encounters
a group of
trolls and gives battle.
They win, at the
cost of three characters
being badly
wounded and another one
going to zero
hit points. The cleric,
who was not injured
in the melee, decides that
no one else
needs aid, as he is healthy.
The player (and
his character) may be sent
to the hospital
by angry gamers, which may
be unavoidable
at this point due to a history
of past
occurrences like this one.
Neutral
Woundwailer (NW): A player
who is a Neutral Woundwailer
has a
strange susceptibility to
injury and thus
cannot let his characters
take damage. He
believes that a powerful
force field should
protect his PCs from bodily
harm and that
the DM is always out to
get them. If a
Neutral Woundwailer's character
is nailed
for even one hit point of
damage, you can
bet money that there will
be trouble. One
strange thing about Neutral
Woundwailers
is that they usually have
high hit points
but would rather stay in
the back of the
party and let everyone else
get beaten up.
Example: A Neutral Woundwailer
meets
a band of 10 hobgoblin
guards. After
drawing his trusty sword
and hacking up
six of them, the fighter
is hit twice for 5
hp damage. The player jumps
up immediately,
yelling obscenities at the
DM and
Alignment diagram notes
The quasi-alignment system
is set up like
a wheel rotating around
a hub. The farther
away from the hub that an
alignment is
, the more extreme the behavior
of people
of that alignment.
Neutral Self-Centered is
at the center of
the wheel since everything
supposedly
rotates around it (at least
according to those
of this alignment). The
Neutral Crybaby and
Neutral Woundwailer go hand
in
hand for obvious reasons.
The Chaotic Diehard
is a more devout die-roller
than the
Neutral Dietosser, though
both
are related.
While Neutral Montyhauls
are basically
interested in getting everything
they can,
Chaotic Everywheres want
to get everything,
do everything, and see everything.
The Chaotic Hot-Shot alignment
seems to
be in a class of its own
? one that isn?t
really related to any other
alignment.
Many people of a different
alignment wish
the Chaotic Hot-Shots were
in a world of
their own, but that?s another
story.
Neutral Puppet is related
to two alignments:
Lawful Idiot and Chaotic
Stupid.
This makes sense, since
those of the foremost
alignment have no brains
and can?t
help but follow others around.
If the person
has a brain, however, their
tendencies
usually shift toward Law
or Chaos,
although they continue to
perform stupid
actions regardless. Chaotic
Stupid is
related to Chaotic Suicidal
because both
alignments are ridiculous
in the first place
and have high character
death tolls.
Lawful Goody-Goody is vaguely
related
to Lawful Idiot because
being so good is
seen by many to be quite
idiotic in the first
place. Lawful Goody-Goodies
claim to have
nothing to do with Lawful
Idiots, but
many believe that they do,
so the connection
stands. Lawful Serious is
tied in with
Lawful Goody-Goody, and
both alignments
uphold the tradition of
Law. Lawful Serious
is one of the two quasi-alignments
that
normal AD&D game
alignments
from the
PH can claim; Lawful
Liar
is the other one. The latter
alignment sits
all by itself, as the Liars
claim to be any
alignment but are usually
the opposite of
their claims. Neutral Confused
may be
related to Lawful Liar,
but those of the
latter alignment aren't
in a daze and seem
to know what they're doing.
Neutral Absent has some
ties with Lawful
Ignored and Lawful Bored,
as all three
alignment types may be absent
from a
gaming session at various
times. However,
the two Lawful alignments
have very
strong ties (see Lawful
Bored and Lawful
Ignored).
* * * *
OUT ON A LIMB
To the average wargamer, regardless of his area
of interest, the entertainment
or pleasurable aspect
as well as the serious side
of the subject is simply a
matter of balance. This balance
is prejudiced of
course, by the background
of the individual wargamer
and his personal likes and
dislikes.
There is, of course, more to it than that. The
average fan, especially the
beginner, is generally exposed
to three main characters
in the wargaming society.
First there is the So-So fan (Not a new D&D
Sub-class) who has only marginal
interest in the field
but seems to wish equal ‘status’
as it were, with all
other fans. Attempts by the
So-So to oversimplify
games and repeated complaints
about the complexity
of games and game systems
are symptomatic of
these persons. However, their
interest, minimal
though it may be, should
be considered and if possible,
accommodated, if for no other
reason than to
help maintain a broad based
and extensive support
for all wargaming so as to
promote expansion of the
war and fantasy gaming field.
Courtesy and helpfulness
are never misplaced, even,
or especially, to nitpickers.
A second character in wargaming society is the
Fanatic (Not a religious
sub-class). This nut cannot
seem to live without wargaming
of some type, which
in itself is certainly good.
But he cannot seem to tolerate
anyone else who might have
a different attitude.
You simply should not put
someone else down because
they don’t feel as you do.
A Fanatic is certainly
entitled to his opinion but
he shouldn’t force it
down your throat. A Fanatic
can actually drive wargaming
beginners away by being overbearing.
The
worst possible example is
the Fanatic DM, who
should have a place in the
game (D&D) as an evil
monster. A DM who makes a
newcomer feel welcome,
such as MASTER MAGE ALLEN
HAMMACK
of Birmingham can make a
convert by
simply letting them enjoy themselves.
A third character met by the newcomer is the
Money Monster. These dudes
are so commercially
inclined that wargaming fun
gets lost in the financial
manipulations.
It should be noted here that the ‘founders’ of
modern American wargaming,
TSR and associates
have maintained what seems
to me a high quality
operation and still have
kept their business in a prosperous
and expanding state, much
to the delight and
long range pleasure of their
fans. Without groups
such as TSR the world of
wargaming would soon die
a slow ‘communications’ death.
A final point to be made is that for most of us,
wargaming is a pleasure,
a hobby. We tend to become
very dedicated to it as most
of us realize, and
the involvement can be quite
serious. The exercise of
the body is important, as
we have long known, but
the exercise of the mind
is just as necessary. Tactical
and strategic operations,
planning, quick response
development, study of history
and above these, imagination
and a liberal dose of mathematics
make a
superb mental exercise program,
healthy for any individual.
Obviously wargaming fits
that particularly
interesting set of parameters
exactly. The fact that
you can have a ball as well,
sits as icing on an extremely
tasty cake.
In the final analysis, the beginner should be
helped and encouraged, for
the good of us all. The
expert should expand and
not allow himself to become
bored, either with his hobby
or fellow hobbyperson.
The wargaming field is wide-open
and depends
upon its individual members,
Fanatic, Expert,
beginner or whichever, to
expand and grow properly.
Therefore in the immortal
words of Commander
Spock of the Starship Enterprise,
“LIVE LONG AND PROSPER”
GARRY F. SPIEGLE
(The Dragon #5)