Steve Jackson Games published 50 issues of Space Gamer, the magazine of adventure gaming. Those back issues (listed below) are available in PDF format on Warehouse 23.

Space Gamer #67

Space Gamer #67 (January-February 1984)

Space isn't the final frontier; with Space Gamer #67 (cover date January-February 1984), it's just the beginning!

In addition to the regular game reviews, news, and letters, this issue features a complete adventure: "Interdiction Station," about a possible first contact that could go very wrong. Designed for Traveller, this scenario is generic enough for just about any sci-fi setting or system.

This issue also includes designer's notes, developer's notes, and additional rules for Orbit War (one of the games included with Space Gamer #66); comparative reviews of three classic spy games (James Bond 007, Espionage!, and Mercenaries, Spies & Private Eyes); and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #68

Space Gamer #68 (March-April 1984)

Two-four-six-eight: read Space Gamer #68! The cover may be dated March-April 1984, but its treasures are timeless.

In addition to the regular game reviews, news, and letters, this issue features a complete adventure: "Island of Entellope," a post-apocalyptic tale where the heroes try to track down the source of a mysterious signal. Designed for Aftermath!, this scenario is generic enough for just about any system that can handle a world rebuilding from the wreckage.

The zine also includes "Icepick," an amphibious scenario for Ogre (including a guide for how to make your own expansion maps for that game); variant rules to introduce hackers, plumbers, and moles in Illuminati; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #69

Space Gamer #69 (May-June 1984)

That rumbling you hear isn't the arrival of a mayhem-making motorcycle gang; it's Space Gamer #69 (cover date May-June 1984), delivering more gaming goodness from a bygone era – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue features a complete adventure: "Junkyard Hogs"! Designed with Car Wars in mind (for two players without a referee), this scenario is suitable for any system that can handle rival gangs plus their cycles and gear.

This issue also includes a look back at 1983's RPGs (it was a good year!); a formula for determining unit costs in Ogre; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #70

Space Gamer #70 (July-August 1984)

Don't don your capes and costumes, curious crimefighters! There's no uncommon crime in enjoying Space Gamer #70 (cover date July-August 1984) and its treasures of yesteryear; it's just common sense!

In addition to the regular game reviews, news, and letters, this issue features a complete adventure: "One from the H.A.R.T." This generic superhero supplement (with stats for Champions) starts with a warehouse of weapons and hopefully doesn't end with a bang . . .

This issue also includes an in-depth discussion of computer text adventures (including a version of the age-old debate: "Are they art?"); more options for creating civilian characters in Traveller; an in-depth review of the Marvel Super Heroes RPG; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #71

Space Gamer #71 (November-December 1984)

Pack your bags and prepare to be transported across time and space, as Space Gamer #71 (cover date November-December 1984) takes you on a fun-filled trip to the gaming world's early years.

In addition to the regular game reviews, news, and letters, this issue features an in-depth look at the world of Tekumel and the Empire of the Petal Throne game, including an introduction, an interview with creator Professor M.A.R. Barker, and reviews; analysis and strategy for the Ogre supplement Shockwave; a look at mines in Star Fleet Battles; insight for converting TFT characters to Tunnels & Trolls; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #72

Space Gamer #72 (January-February 1985)

The computer is your friend! How do we know? Because it wants nothing more than to deliver you this electronic version of Space Gamer #72 (cover date January-February 1985) . . . and you'd hate to disappoint the computer, right?

In addition to the regular game reviews, news, and letters, this issue takes a lengthy look at Illuminati, with variants, insights, and optional rules; an interview with Greg Costikyan, the designer of Toon and Paranoia (among many others); featured reviews of those two games; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #73

Space Gamer #73 (March-April 1985)

Are you looking for something old and something new? With Space Gamer #73 (cover date March-April 1985), you'll have joy, you'll have fun, you'll have spaceships filled with guns . . . well, maybe not the last one.

In addition to the regular game reviews, news, and letters, this issue focusses on urban gaming, with advice on the perils and perks of life on the town, plus a review of the city-based Thieves Guild RPG and Haven generic supplement; alternate character options for Space Opera; strategy for "Globbo" (presented in Space Gamer #62); pre-enlistment skills for Traveller; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #74

Space Gamer #74 (May-June 1985)

It rumbles across the world, like a giant unstoppable tank. Its mission? To entertain and inform. Watch out; Space Gamer #74 (cover date May-June 1985) has arrived!

In addition to the regular game reviews, news, and letters, this issue features an in-depth look at Ogre, including a scenario for Shockwave, new units and rules for Ogre, a discussion by Steve Jackson of units' limits, and a variant of Ogre played on the Necromancer map.

This issue also includes a Toon adventure, "Now Museum, Now You Don't"; a look at Dracula in various game systems; a simple critical-hit system designed for any RPG; a rule variant for undead in Advanced Dungeons & Dragons; and more!

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #75

Space Gamer #75 (July-August 1985)

Have you ever envisioned a magical portal that you'd be able to look through and enjoy the entertainments and delights of yesteryear? Well, imagine no more! Simply pick up a copy of Space Gamer #75 (cover date July-August 1985) and get a fun-filled glimpse at the gaming world's earlier days.

In addition to the regular game reviews, news, and letters, this issue includes designer's notes for Twilight: 2000; instant starships for Champions and other Hero Games; "The Hellgate Society," an evil agency for modern-era RPGs; a featured review and variants for FASA's Battledroids game; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!



Space Gamer #76

Space Gamer #76 (September-October 1985)

All good things must come to an end, as witnessed by Space Gamer #76 (cover date September-October 1985), the last issue of Space Gamer published by Steve Jackson Games. Say goodbye to this past masterpiece of publication with an amazing adieu!

In addition to the regular game reviews, news, and letters, this issue features a look at game mastering, with tips for running horror, Paranoia, and The Morrow Project campaigns.

This issue also includes a slew of informative and interesting design notes: Steve Jackson's insight into the development of Man to Man (the GURPS combat system); Greg Gorden's look at DC Heroes; and N. Robin Crossby's peek behind the curtain at Hârn. Plus, it has a look at near-future weapons and innovations, variant rule options for Paranoia, and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!


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