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║ A&D&D ║
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The genre of D&D (Dungeons and Dragons) has existed for a long time, but over time it transformed into AD&D. This game is a tabletop game. One person, known as the DM (Dungeon Master), draws a map for themselves, and everyone else then "explores" the world created by the DM. Three books are needed for the game: a player's handbook, which contains all the races, hero abilities, rules for their attacks, and much more; a monster manual (rules for monster behavior, their types, their abilities); and the DM's guide, which explains how the DM should behave in various situations. Below is text from the player's handbook. The book itself was written in English, so please do not judge the translation. Most likely, another part of this book will be released in issue 5. The text was translated by Maxim Vishnevsky.
Rules of the game.
The character of a hero serves as a guide for their primary moral and ethical attitudes toward other characters, society, good, evil, and the forces of the universe in general. Use the chosen character as a guide to decide how your hero will act in various difficult situations, how they will resolve moral dilemmas. Always use the character as a tool; do not restrict your hero within the strict boundaries that the character demands. While the character sets the main relationships, this does not prevent the hero from changing their relationships with other heroes, their beliefs, or even doing something contrary to their character.
Law, Neutrality, Chaos.
A hero's view of orders and rules is divided into three opposing perspectives. Graphically, these views can be represented as the vertices of a triangle, moving away from each other. So, these views are: Law, Neutrality, Chaos. They explain each hero's relationship to society, friendship, camaraderie, contracts, and more. Heroes who believe in Law consider order and organization to be important, even natural, forces in the universe. The connections between people and governments are natural. Law philosophers argue that order is not created by humans, but is a natural law of the universe. While humans create orders, they must live strictly within them; otherwise, everything will collapse. However, some Law philosophers believe that people will adhere to the law if there are satisfying rules. For example, people will only refrain from vendettas when they can file a complaint with some authoritative figure. Power is created through unity, as we see in the examples of guilds, empires, and strong churches.
Neutrality is characterized by a more balanced view of things. They say that for every force, there is an opposing force in the universe. There is Law, there is Chaos; there is Neutrality, there is Commitment. There is also life and death, Good and Evil. And most importantly, all these forces are in balance with each other in the universe. If one factor becomes stronger than another, the universe becomes unstable. If several factors weaken while their opposites do not, it can have terrible consequences. For example, if mortality exceeds birth, the universe may become barren and lifeless. Neutrality philosophers not only assert that for every force there is an opposite, but also claim that if one force completely destroys another, the universe will perish, as nothing can exist without its opposite. Fortunately for Neutrality philosophers, the universe self-regulates, and only the emergence of a new, immense force (which has not yet occurred) would cause them to seriously reconsider their views.
Believers in Chaos think that there are no laws or balance in the universe. They see the universe as a collection of objects and beings that interact with each other completely independently. They argue that any action does not affect another. Chaos philosophers believe in the power of individuality, and it is they who possess the concept of anarchy. More pragmatic non-philosophers believe that the functions of society are to protect their own interests. Chaotics find it very difficult to unite into groups, as they place their interests above those of their association.
Good, Neutrality, Evil.
Just as with their attitude toward rules, a hero's second aspect of character is also divided into three zones. They describe, to a greater or lesser extent, the hero's morality; their concepts of bad and good. So, good heroes. They try to be honest, generous, and straightforward. People are imperfect, so it is impossible to be constantly good. Sometimes a hero succumbs to weaknesses and makes mistakes. A good hero worries about their mistakes and tries to rectify any harm caused by them. Remember that the concept of good is not absolute. While many things are common to any Good (helping those in need, protecting the weak), different cultures may have their own interpretations of Good and Evil. Neutral behavior depends on their rendered "verdicts." They do not divide people and things into Good and Evil. In some cases, neutrals relate to other characters based on their "feelings" (animals are considered neutral). For example, they kill when they want to eat or are frightened; they sleep where they find food (and naturally, they eat it there as well). They do not worry about the morality of their actions, as their actions are instinctual.
Evil is the opposite of Good. Only a few evil natures specifically seek out the weak and destroy everything around them. Most people do not even realize that they are causing enormous harm. People and things are obstacles to the plans of the evil, which need to be removed. It is only necessary to remember that Evil, like Good, is interpreted differently in different societies.
Combinations of character traits.
There are nine different combinations of these two sets. Each character differs from another sometimes completely, and sometimes partially. Each combination is described below.
Lawful Good.
This hero believes that a strong society with laws and a well-organized government can make life much better for most people. For this to happen, the created laws must be strictly enforced. And if people follow the laws and help each other, then society will thrive. This hero fights for things that will bring happiness to the majority while causing the least harm to others. Examples of lawful good heroes include an honest working slave, a kind and wise king, or a strict but straightforward judge.
Lawful Neutral.
Order and organization are very important to this hero. They believe in a strong government that has its laws, regardless of whether that government is tyrannical or a true democratic government. Therefore, their attitude toward people derives from their behavior and adherence to the laws. An inquisitor seeking out offenders at any cost and a soldier who obeys orders without question are good examples of a lawful neutral hero.
Lawful Evil.
This hero believes that society and laws should protect their interests. In their opinion, organization becomes better when there is a clear division between masters and servants. Thus, evil heroes protect the society and laws that benefit them. If these laws hinder others, that is their problem. Lawful evil heroes comply with the law not out of fear of punishment, as they would gain a bad reputation if they do not fulfill some contract. Lawful evil heroes always keep their word, and if a promise they made becomes burdensome, they try to find a LEGAL loophole to circumvent the promise. A tyrant ruling with an iron fist or a cunning, greedy mercenary are examples of a lawful evil hero.
Neutral Good.
This hero believes that the balance of power is very important, but both chaos and law must be Good. As the universe has become vast and contains a huge number of beings striving for different goals, Good must maintain balance. Good, according to the neutral good, should uphold this structure, regardless of whether it is Chaotic Good or Lawful Good. The structure of society (Law or Chaos) is not important. The main thing is that Good prevails. A baron carrying out the king's order to "destroy" (the evil that is evil in the king's eyes) is a good example of a neutral good.
True Neutral.
A true neutral hero believes in complete balance of power and refuses to divide actions into Evil and Good. Many people have chosen their path, so there are almost no true neutrals left. True neutrals do not take sides with either Good or Evil, nor Law or Chaos. Their duty is to ensure that balance is maintained between the forces. Sometimes true neutrals join some squad, but they quickly change sides if the losing squad becomes the winner and switch to the losing side. A true neutral druid might join the small forces of the baron to repel an attack from evil gnolls, but as soon as the gnolls start losing, they will switch to their side. A true neutral will try to prevent any side from gaining power. As mentioned above, very few true neutrals remain in the world.
Neutral Evil.
A neutral evil hero always consults only with themselves. They have no desire to work for someone unless it benefits them. If there is an easy path to gain (whether legal or not), the neutral evil hero will take it. However, neutral evil does not believe in "everyone for themselves," unlike chaotic evil. They have no personal relationships with their partners. They build their relationships on power and money, which they can easily buy. A mercenary who does not choose means, a common thief, an informant who provides information to both sides are excellent examples of neutral evil.
Chaotic Good.
A chaotic good hero is a strong individual who, however, strives for Good. They believe that all means to achieve Good are acceptable. Their actions depend solely on their personal "moral compass." A brave ranger who always makes decisions independently is an example of a chaotic good hero.
Chaotic Neutral.
A chaotic neutral hero believes that there are no orders, including their own thoughts. Additionally, they solve problems only when they can no longer be postponed. It is very difficult to negotiate with heroes of this type. A chaotic neutral hero is usually too cheerful and treats death with disdain. This hero is completely unpredictable, making it very difficult to outplay them. Lunatics and madmen are good examples of chaotic neutrals.
Chaotic Evil.
This hero destroys all that is good and organized. This hero is a complete egoist and is guided solely by their own benefit. They see nothing wrong in taking what they like. For them, laws and governments are made for the weak, but not for them. It would be very interesting to see a situation where chaotic evil heroes unite into a group. After all, they place their interests above all others. In such a group, leadership is seized by the strongest, but if they show weakness even once, they will be overthrown by any means. Bloodthirsty pirates and monsters with low intelligence are examples of chaotic evil heroes.
Contents of the publication: Micro #04
- AD&D
Exploration of character alignments in AD&D, focusing on law vs chaos and good vs evil dichotomies. Detailed combinations describe the moral and ethical spectrum in gameplay. Key character types illustrate complex dynamics within the AD&D universe.
- Взгляд в будущее
Discussion on the evolution of ZX Spectrum enthusiasts amid PC price drops, advocating for professional unification and creative use of other platforms.
- Игры - Максим Вишневский
The article reviews the game 'Operation R.R.', comparing it to '48 Irons'. Highlights positives like graphics and negatives like incomplete plot.
- О разном
Pricing and availability of AMIGA 1200 and software in Sevastopol and Zaporizhzhia, pre-release of MIRROR game, and the guide to Spectrum magazines.
- Прохождение - Максим Вишневский
Walkthrough for the game 'Operation R.R.' with detailed steps and actions to complete various tasks and solve puzzles. Includes item usage and specific instructions for each stage of the game. Compiled by Maxim Vishnevsky in a semi-sleepy state.
- Севастополь - Максим Вишневский
Sevastopol hosts a thriving Spectrum community with active development of games and software. Various platforms like IBM, AMIGA, and SPECTRUM coexist and collaborate there. The article refutes claims of Spectrum's decline, highlighting inactivity as the real issue.
- Хороший тон в адвентюрах
Discussion of essential and desirable features in adventure games, focusing on command structure, graphical balance, and immersive storytelling.