From the editor-in-chief's description of the issue:
Adventure gaming is fun because players can experience an environment through their characters that's exciting and interesting - an environment different from their everyday lives. We were thinking along those lines when we decided to print WHITEOUT in this issue.
If you think a different environment does make an adventure better, then wait until the next time the air conditioner breaks down, get out your TOP SECRET game, and settle down for an evening of subterfuge and snowstorms in Antarctica.
WHITEOUT is the latest published adventure from Merle Rasmussen, the game's author. It's a sequel to the story line that he began with Doctor Yes (issue #48) and Mad Merc (#56) - but, like all good sequels, you don't need number one or number two to appreciate number three. We hope the adventure will please all of you who've been clamoring for more TOP SECRET material, and maybe a few others of you will be encouraged to try that game.
Jack Crane came up with a good idea for a cover and turned it into a colorful piece entitled "The Enchanted Forest." Then he went himself one better by expanding the idea into "The Legacy of Hortus," the illustrated essay you'll find starting on page 31. Have you ever wondered about your snapdragons?...
If the characters in your AD&D game campaign have never ventured into the wide open spaces, Katharine Kerr's advice in "Beyond the dungeon" will encourage you to make the transition to outdoor action and help you do it more easily. Even if you're an old hand at outdoor and wilderness adventuring, check it out; there may still be a few points in this article that you hadn't thought of before.
As a service to those of you who are on summer vacation and might be missing the classroom atmosphere, we offer Shaun Wilson's lesson on the dryad as our latest ecology feature. If you don't learn anything else from it, remember not to chase anything that might end up catching you.
This month's ARES science fiction section is chock full of all-star stuff, including Kim Eastland's description of the interstellar police in the STAR FRONTIERS game and the latest in our series of articles on the moon, this one by Traveller game designer Marc Miller.
The second installment of Len Lakofka's deities of the Suel pantheon features a couple of chaotic do-gooders, Phaulkon and Kord, who also happen to be father and son. Especially if your campaign is based in the WORLD OF GREYHAWK Fantasy Setting, you'll appreciate these guys.
...And, of course, there's more inside that I don't have room to write about. But don't let that get you down; if you're headed for Antarctica, you've already go enough to worry about. - KM