Individual foils | Group foils | Special foils | Hwo to play foils | Acknowledgements |
1st Edition AD&D | - | Dragon magazine | - | Dragon #136 |
Life for a PC in a roleplaying
game can (and should) be perilous.
But not everyone a game master creates in
a campaign is out to kill the PCs; some just
want to disturb their sanity. The next time
your players are gearing up to take on
some deadly nemesis or dangerous
dungeon, add a few NPC foils to the game
to enliven things.
While every good campaign has a wide
variety of NPCs to encounter, foils are a
special breed. Foils are specifically
designed by the GM to antagonize a party
of characters or an individual PC. Foils are
colorful, meddling nuisances. They are
uninvited and unwelcome minor obstacles
that perpetually pop up in the PCs? lives ?
always when least desired and expected.
Foils plague the players and exploit any
foibles their characters may have by contrasting
the PCs? personalities. Of course,
the foils don?t see it this way; it just seems
like their purpose in life is to drive the
players nuts.
This is not unrealistic. Just think of some
people you know who regularly rub you
the wrong way. Doesn't it seem like they
antagonize you deliberately? Of course,
sometimes that is the case....
However irritating foils may be, most
are not very dangerous, and they can
often provide comic relief as well as give a
twist to the old adventure routine. The foil
is not an NPC class; it is simply any NPC
personality type who consistently thwarts
the PCs in minor ways. This article provides
50 character stereotypes, each fol-
lowed by a short description, to assist the
GM in creating foils to fit any campaign
and the players involved. GMs are expected
to develop those foils that appeal to
them, so only a brief outline of each type
is provided. It should be kept in mind that
foils are nuisances and should pose no
immediate physical threat to the PCs, so
most should be relatively inexperienced.
Race, sex, alignments, and so forth are
usually irrelevant, and foils can appear as
individuals or as groups. Although the
listed foils are described for use in a medieval
or fantasy game, they fit into any RPG
scenario. Just picture their counterparts in
science-fiction, superhero, espionage, and
similar settings.
Individual foils
1. The tax man: What more need be
said? He is greedy, persistent, unpleasant,
and always there ? especially when the
PCs return from a successful adventure.
He is an oily snake who enjoys nothing
better than squeezing that extra coin from
the PCs? purse. He?ll badger the PCs about
town, showing up at their door or favorite
tavern. The tax man is highly intelligent
and shrewd ? and he always has government
backing. Without taxes, where
would the local government be?
2. The fool: This giggling, cackling jester
cannot ? and will not ? shut up. He is
always talking, joking, lying, boasting (he
likes to boast about the PCs? abilities to
rivals and opponents), and ridiculing others.
As a result, he will probably get the
PCs into more trouble than they can get
out of. This foil has an above-normal intelligence
and dexterity, with below-average
wisdom, and shows up in taverns and on
street corners.
3. The creditor: If the PCs have ever
borrowed money or are escaping bad
debts, the creditor and his agents are sure
to be on their trails. The creditor goes
wherever a debt goes. A creditor could
take any shape, but has the persistence of
a bounty-hunting Scrooge. Repo men
are
also of concern here.
4. The landlord: This mousy little man or
woman is always eavesdropping, prying,
and raising the rent. The landlord is convinced
the PCs are up to no good and
wants to know what?s going on. The landlord
is only found in the inn or apartment
where the PCs are staying.
5. The ignoble noble: This stuffy, selfrighteous
lord or lady looks down at
everyone ? especially the PCs. Loud,
pretentious, obnoxious, arrogant, and rich,
the ignoble noble does not have one wit of
common sense. This pompous, petty noble
abuses the PCs (?Out of my way, lout!?)
until needing their services ? which, of
course, are assumed to be always at his
disposal. Ignoble nobles can be found in
elite establishments, at court, out hunting,
or traveling between these places.
6. The religious zealot: This priest or
follower of some obscure religion is
always preaching against the evils of the
PCs? ways, no matter how good the PCs
might be. Even paladins do not measure
up to the zealot?s standards. Wherever
found ? be it street corner, tavern, or
temple ? the religious zealot is always up
on a soapbox, with the PCs as targets.
7. The gambler: Never obvious, this slick
game player is out to take the PCs for
everything they have -- again, again, and
again. The gambler has a high intelligence,
good looks, and is very charismatic and
persuasive. The gambler can be found in
taverns, on corners, and at games and
tournaments -- any place where people
gamble.
8. The con man: What the gambler
doesn?t take, this foil will. Fake treasure
maps, dummy magical weapons, bogus
potions ? the con man has them all. He is
slick and smooth, and has above-average
intelligence and charisma. By nature of his
precarious position, the con man is always
on the move and can thus be found in a
wide variety of places. Although most of
his wares are worthless, the con man will
once in a great while (and without his
knowledge) sell something that is genuine.
In these instances, since he was unaware
of its validity at the point of sale, he will
probably want it back if he finds out. A
prime example of a con man is Mr. Henney
from the TV series Green Acres, or a
snake-oil salesman from the Old West.
9. The merchant: One step above
the
con man, the merchant?s items are quite
real. However, this fast-tongued fellow will
always try to sell the PCs something they
do not need. If he is a traveling salesman,
he could show up anywhere (like that time
he tried to sell pole arms to kobolds in the
local dungeon). Cyrano Jones from the
Star Trek episode "The Trouble With Tribbles
-- is a good example of this type
10. The doorman: Whether a bouncer at
a tavern or gate guard at a keep, the
doorman
will never simply let the PCs walk
through the door. His job is to keep people
out, and that means the PCs. Even if he
has orders to show the PCs in, he will do
so grudgingly. Of course, he needs the
brawn to back up his job, so a high
strength and constitution are recommended,
though he does not necessarily
have to be a fighter
11. The jealous lover or lover's spouse:
Amorous PCs who pursue several lovers at
once run the risk that a cheated lover or
spouse will find out and come after the PC
in question. The foil is usually an important
and influential figure, such as a powerful
merchant or official. Whoever the
jilted lover is, the PC is bound for trouble!
12. The catty lover: This is a particularly
jealous and troublesome lover who is
never satisfied with peace and quiet. He or
she constantly generates a hurricane of
problems for the PC to which he or she is
attached, though the PC may find it hard
to give up the relationship.
13. The would-be mate: This is someone
who believes he or she would make the
perfect mate for one of the PCs. This is
also someone who does not know the
meaning of the word "no." This foil is
usually undesirable in one measure or
another, having poor looks, a loud mouth,
a pushy personality, or terrible personal
hygiene.
14. The PC's relative: This foil needs little
explanation. If the relative doesn?t want
money, he or she has ?someone nice?
(usually a would-be suitor) for the PC to
meet. A relative?s favorite saying is "Blood
is thicker than water. "
15. The captain of the guard: For some
reason, the captain doesn?t like the looks
of the PCs and will harass them whenever
they are in town. He knows they are up to
no good, and even if they aren?t, he will
make something up. Although a hindrance,
the captain is only a minor threat,
as his ego is greater than his fighting ability.
Since he is a somewhat commanding
character, the captain should have an
above-average charisma. He can be found
making his rounds about the town or
dropping in on the PCs to let them know
that he still has his eye on them. Local
sheriffs also fit this role.
16. The town official: This foil, usually a
mayor, councilor, or burgher, gives the
words ?inept? and ?bungling? true meaning.
Usually fat and lazy, the loud and selfimportant
town official never really knows
what is going on around him. Always
image conscious, the town official shows
up at various functions and events about
town, and his opinions on current events
change like the wind.
17. The dandy: A foppish, arrogant lad,
always dressed in the latest fashion, the
dandy is quite a fair-weather friend. He
insists on being seen with the PCs if they
are successful and popular, and ridicules
them if they are not. Either way, the dandy
always acts as a superior to the PCs
because they don?t dress as well as he
does. This handsome, foolish fop can be
found in taverns or any place that might
make him look good.
18. The fledgling bard: This would-be
minstrel is on the lookout for heroes to
interview so he can compose his first great
epic. Found in and around taverns, inns,
and any place else adventuring types
might gather, this scraggly lad sings out of
tune and plays the lute horribly.
19. The matriarchal goodwife: This
clucking hen either berates the PCs for not
coming up to her own impeccable moral
standards or, if the PCs are upstanding
citizens such as paladins or good clerics,
constantly plays matchmaker for the hapless
characters. Found in the marketplace
or hanging out the window of her home
(gossiping), this large, tough woman won?t
take lip from anyone, and believes that no
one (except nobility) is above a good
thrashing.
20. The mad prophet: This insane old
geezer is the butt of many jokes around
the town and countryside. He wanders
about aimlessly and without direction,
often showing up in unusual places. Dirty
and ragged, the mad prophet talks to
himself and makes little sense. Sometimes,
however, he speaks of things that do come
true ? perhaps he?s a little psychic as well
as psychotic.
21. The old soldier: This old, withered
warrior loves nothing better than pulling
up a chair to the PCs? table and telling lots
of unbelievable yarns about the good old
days. Adorned in rusted armor, he talks
and talks, occasionally dropping some
important fact in the PCs? laps ? if they
are still listening, that is.
22. The would-be adventurer: This small
boy or girl (or group of children) adopts a
PC as a role model. This foil will follow the
party about, imitating everything the PCs
do. Would-be adventurers are only found
around towns and villages, and only until
their mothers call them in for bedtime.
23. The loyal dog: When a would-be
adventurer reaches adolescence and is still
hanging around the player characters, he
becomes a loyal dog, willing to do anything
for the PCs. Awkward and gangly,
the loyal dog?s enthusiasm gets in the way
as he rushes about doing favors for the
PCs. The reason these foils are called loyal
dogs is because the PCs always find them
underfoot.
24. The crush: Similar to the loyal dog,
this is an adolescent whose first crush is
on one of the PCs. The crush will do anything
for a ?beloved? ? except leave the
PC alone.
25. The apprentice magic-user: This
bright though bungling kid is apprenticed
off to a low-level, unadventurous magicuser
who likes to stay put in town. The
apprentice, however, dreams of adventure
and likes to hang around the PCs. Likewise,
he always wants to show the adventurers
the latest cantrip he?s learned.
Unlike would-be adventurers or loyal
dogs, the apprentice actually has a useful
(if weak) skill. A knight?s squire fits this
category as well.
26. The street urchin: The young street
urchin loves nothing better than following
the PCs around town and taunting them.
He is amazingly fast, both in dexterity and
intelligence. This foil is a real pain but
knows the surrounding area better than
anyone. There is a chance (25%) that the
street urchin is a low-level thief.
27. The younger sibling: This very young
(12 years old or less) sister or brother of
one of the PCs wants to be just like the
older sibling. In other instances, the PC is
the child?s guardian, and the sibling
refuses to obey the PC. Either way, the
younger sibling is troublesome.
28. The unwanted pet: This small animal
adopts the PCs, usually after they have
innocently fed the beast when it was hungry.
This pet will follow (often quite loudly)
the PCs anywhere, even into battle or
into a dungeon. The pet is usually a cat,
dog, or other domesticated animal, but
could have a serious defense mechanism
(like a skunk).
29. The adoring monster: If the PCs have
ever spared some small, semi-intelligent
creature from death (for example, a
kobold), the grateful monster is bound
to
show up later, latch onto the group, and
try to prove its worth to its saviors. Unlike
unwanted pets, an adoring monster is
unusual and can be powerful and (relatively)
intelligent.
30. The bumbling bartender: This
friendly, forgetful butterball always means
well, which does not keep him from being
a bumbling idiot. He can run a tavern
either in a town or out in the countryside.
Butterbur, the innkeeper at The Prancing
Pony in Tolkien?s The Lord of the Rings, is
a good example.
31. The brainless brute: The town bully
is out to prove he is the toughest around
by beating up all the small guys he can get
his hands on. His strength is equal to his
cowardice; he talks big, but he rarely
backs up his words with action.
32. The reveler: Loud, obnoxious, and
always broke, this happy-go-lucky fellow is
always ready to knock back a few with his
favorite adventurers -- as long as they
pay. A large fellow with an enormous
appetite and thirst, the reveler knows
hundreds of bad jokes and tall tales, and
will tell them all if given the opportunity.
Shakespeare's Falstaff is such a reveler.
33. The overzealous soldier: This soldier,
usually a low-level fighter in the city guard
or army, is a loyal patriot of whatever
kingdom, nation, fief, or empire in which
the PCs happen to find themselves. The
overzealous soldier knows more about
rules and regulations than fighting, and is
constantly suspicious of the PCs and their
activities. He sees plots where there are
none.
34. The snitch: Spindly and thin, the
snitch resembles a rat more than a man. If
he isn?t telling the PCs about others' plans,
they can be sure he?s telling others of
theirs. This motormouth is always spouting
names, places, rumors, and lies. He can
usually be found slinking about dark alleys
and taverns, trying to eavesdrop on any
and all conversations.
35. The inventor: This clever, little, old,
white-haired fellow is a mechanical genius
? well, sometimes. He sees the PCs as just
the people to try out his new contraptions,
even though most of his creations don?t
work at all the way they are supposed to.
Every so often, though, he comes up with
a gem. Highly intelligent, the inventor can
usually be found in his shop or out trying
to perfect his inventions. More often than
not, however, he will be out looking for PC
volunteers.
36. The hapless hermit: A quiet, mystical
man, the hermit is never found in a populated
area, but in a secluded place where
he can contemplate reality. Unfortunately,
he has the misfortune to pick secluded
spots that the PCs eventually stumble
across. Each time he is disturbed, he
searches out another place, which the PCs
also stumble across. Long-bearded and
eccentric, the hermit?s patience with
unwelcome (i.e., all) visitors is short.
37. The lady in distress: This is a feisty
wench who always manages to get in some
sort of trouble from which she needs
rescuing, usually when the PCs are nearby.
Whether a serving girl with a smart
mouth or a noble lady who has a bad habit
of being kidnapped regularly, this foil
should keep the PCs busy. As a rule of
thumb, the damsel usually has a high
charisma and a low wisdom (otherwise,
she would learn to stay out of trouble).
She is not necessarily romantically inclined
toward a PC. Another form of this NPC is
the ?man overboard," usually a careless
adventurer who overestimates his abilities
and is always in deep trouble, from which
PCs must rescue him.
38. The seductress: Once her sights are
set on one of the PCs (or the whole group
for that matter!), this femme fatale won't
stop until the PC is hers, body and soul.
Although beautiful, she is sly, devious,
resourceful, and persistent in her game of
love. And she does not have to be of low
social status; she could be a lady of high
society. The male version of this foil for
the female PC is the Don Juan, identical in
all respects. Unlike other potential mates,
this one is often domineering, selfish, and
rarely faithful.
39. The vestal virgin: This unobtainable,
untouchable figurehead of a temple or
kingdom, such as a young high priestess
or princess of extreme beauty, has fallen
in unrequited love with one of the PCs.
She is entirely naive and innocent in the
ways of politics and love, and does not
realize that her affections could cause
problems ? especially for the PCs.
Because of her position, approaching the
vestal virgin is taboo, and being caught
with her is punishable by death.
Group foils
40. The party people: These roving
packs of dandies and revelers are out to
have a good time ? at the PCs? expense.
Young, boisterous, loud, and looking for
trouble, the party people can be found late
at night in the streets and hopping from
tavern to tavern.
43. The court schemers: These conniving,
petty nobles have plans for advancement
at the royal court ? plans that
usually involve the PCs. Court schemers
usually have a favor or errand that needs
to be done, and are sure to put in a good
word to the king for themselves. Their
plots are full of intrigue, but their wisdom
scores are low. These foils are found in
and around capital cities where there is a
royal court.
42. The city guard: In this case, it is not
the captain of the guard who holds the
grudge against the PCs, it is the rest of the
guard. This group always picks fights with
the PCs, looks for reasons to harass them,
accuses them of crimes they didn?t commit,
or sets them up for embarrassing
situations. The players should remember
that the city generally looks down on
anyone killing a member of the city guard.
43. The brothel: This horde of harlots is
constantly ready to tempt the good PCs
(especially those who have taken vows), or
scorn the less savory PCs? advances. ?Nothing
should ever be easy ? or free? is their
motto. This group is only found in or in
front of a house of ill-repute in the less
savory parts of town.
44. The marks: These low-level NPCs
have actually bought items from the con
man, and they run into the PCs while
using the objects (items such as a fake
treasure map that marks the treasure?s
location right in the PCs? home keep, or
the flying carpet that only flies ?when it
feels like it?). There is a great potential for
comedy with these foils; just picture Laurel
and Hardy in a role-playing game!
45. The thieves' guild: The guild elders
in the town or city in which the PCs currently
reside have established that the PCs?
party is a ?practice group? for all the fledgling
thieves, and that they are to be
fleeced at every opportunity by the
apprentices. (And the PCs would not want
to bring the wrath of the entire guild on
their heads because of a dead footpad or
two, would they?)
46. The unfriendly guild: In a town or
city where every form of commerce is
controlled by one guild or another, the one
guild the PCs rely upon the most (be it
Weapons Guild, Alchemists Guild, Merchants
Guild, or Magic-User Material Component
Supply Guild) is the one guild that
doesn?t like the PCs.
47. The orphanage: Woe to the PCs, for
this is an entire building full of street
urchins, would-be adventurers, and crushes
who enjoy nothing more than playing
every practical joke conceivable (such as
chamber-pot bombs dropped from the
roof, spurs placed under a saddle, or
grease wiped on sword handles) on the
hapless PCs. Of course, these demons
instantly transform into perfect angels
whenever the headmaster is about.
Special foils
The three foils listed hereafter are special
foils for several reasons. All three can
be used to start entire adventures, so they
are not just casual encounters. All three
could prove to be dangers to the PCs? lives
and limbs, though that is not always the
case. Finally, all three have different purposes
than merely annoying NPCs or
groups of characters.
48. The unknown entity: This can be a
powerful, playful, flippant godling who
amuses himself by popping in and out of
the PCs' lives. Sometimes he helps them
and sometimes he leaves them in the
lurch, but he always leaves them without
a clue as to what?s going on. This foil must
be played carefully so the PCs do not come
to depend on it too much. Tolkien?s Tom
Bombadil is a good example of such a
character. Invariably, the PCs are being
steered toward some larger goal in the
entity?s plans ? perhaps to literally save
the world.
49. The rival(s): This is a rival for one of
the PCs or a group of rivals for the whole
group. Rivals should be adventurers of the
same levels and similar classes as the PCs
(with a few variations thrown in to make
things interesting) who are constantly
competing with the PC party for whatever
the current goal is. This group should
keep the PCs on their toes and make cooperation
among the PCs more likely, as it
also adds an element of pressure to the
proceedings. A foil such as this can add
incentive to the game, as the PCs not only
try to overcome their current goal (be it
dungeon or quest), but also attempt to
beat their rivals to it. Rivals, of course, are
not necessarily evil ? they are just rivals.
50. The case of mistaken identity: If
played right, this foil can be a real laugh.
The case of mistaken identity involves a
coincidence in which one of the PCs just
happens to look like some NPC of whom
the party has never heard. Other NPCs are
constantly mistaking the PC for this other
person, which is not good, for this other
person apparently has the entire town and
countryside looking for him because of
something he has done (which is often
bad). The poor PC is then always accused
of being this lowlife, who is quite a cad
and scoundrel. This scenario can be very
effective if the PCs decide to go after this
rogue and straighten things out. To make
things interesting, though, the PCs are also
unable to find him; they find only his trail
of broken hearts, busted heads, bad debts,
and angry enemies.
How to play foils
This list of foils is designed to aid the GM
in creating colorful NPCs and potentially
interesting encounters. As they are only
suggestions, the GM can develop the foils
as he sees fit. But above all, foils should be
fun and should provide lively subplots for
a campaign.
A foil should be designed with the PCs in
mind. If a GM has an idea of what best
irks the PC (or the player, for that matter),
then that trait should be incorporated into
the NPC. If, for instance, the PCs are particularly
gold-hungry, the tax man is a
good antagonist. If the PCs enjoy a rousing
night on the town every night, the captain
of the guard would be a suitable foil. Perhaps
the reveler would be the choice for a
PC that is quiet and subdued, such as a
studious magic-user. For those PCs that
flirt with the opposite sex, the jealous or
catty lover is bound to show up. And if the
PCs are politically active, the ignoble
noble, the court schemers, or the town
official would be appropriate.
Then again, a foil could just be a pest.
The fledgling bard, the loyal dog, and the
unwanted pet are all cases of foils who
don?t know when they have worn out
their welcome. If the PCs fancy themselves
as rescuers of fair maidens everywhere,
then the lady who needs constant rescuing
ought to keep them entertained and on the
run ? until they collapse from exhaustion.
Foils do not have to be human; any race
can bring its own peculiar traits to the
role of antagonist. A halfling can be just as
exasperating as any human. The Halfling
Thieves Guild from the classic DRAGON®
Magazine comic "Finieous Fingers" is a
perfect (if lethal) example of this. Race
itself can act as a foil to some characters:
Imagine a party of elves having to deal
with a guild run by dwarves. In whatever
case, a foil can be introduced in the campaign
to goad just one of the PCs or the
entire party at once, so the various NPCs
can be molded to fit a particular temperament
or scenario. It is all up to the GM.
A majority of the NPCs listed above are
noted for being found in and around cities
and towns. This is assuming that most of
the encounters of the foil kind will occur
as the PCs are recuperating between big
adventures that take place in dungeons
and the wilderness. However, this does not
mean the PCs could not run into a foil in
the most unlikely of places. Foils can show
up before, during, or after an adventure
in any place the GM wants them. Naturally,
some encounters are more likely
than others. The ignoble noble could be
found while out on a hunt or visiting a
foreign kingdom where the PCs are currently
exploring a dungeon; the mad
prophet could be seen in a far-off forest
preaching to the trees; and the marks, the
rivals, the merchant, or the unknown
entity could show up anywhere.
Foils also give good lessons in restraint:
PCs should never be easily rid of one, and
there should be no hack-and-slash
response to the problem. These encounters
should only be solved by employing
wit, guile, and ingenious role-playing.
Some NPCs are so harmless that severe
repercussions should occur if the PCs kill
one. For those not-so-harmless or innocent
foils, the PCs will want to think twice
before trying to permanently dispose of
them. These NPCs will be backed by some
organization or benefactor which would
make life rather uncomfortable for the
PCs if anything fatal were to happen to the
foil. (Of course, a good thrashing might
not hurt.) Nonviolent solutions, however,
should be encouraged. In fact, experience
points should be awarded for the more
clever retorts. Foils are a test of wit and
ingenuity, not of strength and weaponry.
A prime example of how to foil a foil is
the crafty solution arrived at by a party in
a recent campaign of this GM. The PCs
had been plagued by one very snobbish
ignoble noble. For various reasons, he was
using his political influence to make the
PCs look bad to local officials. The PCs
could not confront him directly, for he had
a very high profile with many connections
and supporters. Instead, they began a
rumor that he had contracted a socially
unacceptable disease, one of the symptoms
of which was premature baldness. Then,
during a large banquet attended by both
the PCs and the noble, the group?s magicuser
got close enough to the noble to cast
the cantrip hair loss on him, and his long,
curly locks promptly fell into his soup
(notch one for the players). The embarrassed
noble soon departed for an extended
vacation and was never again as bad a
thorn in the PCs? collective side.
Alas, solutions tend to be temporary
where foils are concerned. These NPCs
will probably be back, much to the players
? chagrin. As a result, foils should not
always spell trouble. About the time they
completely wear out their welcome and
the PCs are pushed to the point of strangling
them, the foils should drop some
vital information the players can use: a
clue to a current mystery, information on
an enemy, the whereabouts of a needed
item or map ? anything to stave off the
PCs? wrath. Perhaps the GM could have
the foil help the PCs out of a difficult, lifethreatening
situation. (A foil likes nothing
better than gratitude.)
A well-played foil will cultivate an interesting
love/hate relationship with the PCs.
However, if the PCs catch on and deliberately
seek out the foil for help or information,
they should discover that the NPC is
now harder to find than he was to lose
before. (And if found, the foil should be
suspicious and defensive about the PCs
seeking him out.) If sought in such a manner,
foils will not freely give the help or
information that is desired. Thus, foils can
get the PCs coming and going.
Too much of a good thing can bog down
a game; consequently, NPC foils should not
be overused. Too many foils can cause too
much frustration among the players and
limit their enjoyment of the game. It is
recommended that no more than two or
three NPCs be encountered over a period
of time as full-time antagonists. After using
them awhile, the GM should have them
disappear off the scene to pop up unpredictably
in the future. The reaction from a
player on seeing the return of an old foil is
often remarkable.
Such characters, when played to the hilt
and with a touch of humor, can turn previously
forgettable NPC encounters into
events as memorable as any perilous
dungeon or deadly dragon.
Acknowledgements
I would like to thank the following for
their suggestions regarding types of foils
(and who are effective foils themselves):
Rick Caldwell, Dann Caldwell, and Brent
Trostle.
AUGUST 1988