Showing posts with label 1889. Show all posts
Showing posts with label 1889. Show all posts

Thursday, April 10, 2025

Serious Fun: An Ode to GDW's RPGs

As I've said innumerable times since I started this blog, I was never a wargamer.

I didn’t have shelves stocked with hex maps or spend my weekends calculating armor penetration on the Eastern Front. I wasn’t part of that sacred brotherhood that spoke in acronyms and argued over the effective range of a Panther’s 75mm gun. Yet somehow, whether by accident or by fate, I fell in love with a company born from that world: Game Designers’ Workshop, better known as GDW.

GDW got its start in 1973 as a publisher of serious, detail-oriented, historical wargames. While I didn’t know almost any of this when I first encountered their roleplaying games, I nevertheless felt it. Even as a teenager, I could tell there was something different about the games GDW made. Where TSR gave us magic missiles and gelatinous cubes, GDW gave us vector movement, speculative trade tables, and the quiet horror of running out of fuel in central Poland.

Like a lot of roleplayers, Traveller was the game that first introduced me to GDW. I came across it several years after playing Dungeons & Dragons, and the contrast was immediate. Traveller didn’t just offer you a character; it offered you a life. Character generation gave you a person with a backstory in the form of a career and an odd collection of skills and equipment. Of course, if your rolls were unlucky, all you got was an early grave before the campaign even began. This was the kind of game where you might end up as a grizzled ex-Merchant with a gambling habit and no pension instead of a mighty-thewed barbarian.

Traveller’s vision of the far future wasn’t shiny or triumphant. It was bureaucratic, complicated, and often rather gray. There was something fascinating about how it treated space travel not as an exciting novelty but as a job, equal parts dangerous, expensive, and frequently boring. It was, I later realized, a very wargamer approach to science fiction: not about wish fulfillment, but about systems, trade-offs, and consequences. Even though I’d never played Drang Nach Osten! or Pearl Harbor, I could still intuit that GDW’s RPGs were built by people who thought about conflict, logistics, and uncertainty in a fundamentally different way.

That sensibility was especially evident in Twilight: 2000. T2K was a game that asked, “What if the Cold War ended in fire and now you’re out of gas in a broken-down Humvee, trying to negotiate with a Polish farmer for potatoes?” It was bleak, but it was real. Every decision mattered. Ammo wasn’t just an abstraction; it was the difference between life and death. Characters had to eat, find shelter, manage morale. There were no magical solutions, just the grim satisfaction of surviving one more day.

I didn’t realize it at the time, but I think Twilight: 2000 taught me something about roleplaying that's stuck with me to this day: adventure doesn’t have to come from epic quests. Sometimes, it comes from the struggle to get by in the face of all sorts of obstacles, both big and small. Fixing a broken axle under sniper fire, bartering for antibiotics with a suspicious local, or just figuring out where the next meal is coming from. That was the adventure.

Later, I picked up Traveller: 2300 (later rebranded 2300 AD), which built on the ashes of Twilight: 2000's world to envision a future shaped not by utopian ideals, but by historical inertia. Nations rebuilt and space was colonized by corporations and governments with agendas rather than by high-minded dreamers. It wasn’t heroic, but it was plausible. It had an internal consistency that made it feel like a real place, even if that place was cold, indifferent, and occasionally French.

Then there was Space: 1889, GDW’s pioneering foray into what we'd now call "steampunk," complete with ether flyers, Martians, and an entire solar system shaped by European colonialism. Space: 1889 had a slightly lighter tone than its siblings, but it nevertheless bore the hallmark GDW seriousness. There was surprisingly detailed setting material, a respect for history, and a commitment to internal consistency that made its outlandish premise feel oddly plausible. Even in a world where Queen Victoria reigns over Venusian swamps, GDW still asked you to think like a colonial officer, an inventor, or an explorer navigating the realpolitik of empire.

Finally, there was Dark Conspiracy, a game that asked what would happen if you took the economic anxiety of the late '80s, mixed in extra-dimensional horror, and then handed the whole mess to a security contractor. As I mentioned in my recent Retrospective, Dark Conspiracy failed to live up to its full potential, but even so, it was strangely compelling. Beneath the neon-soaked dystopia and monstrous invaders, you could still feel GDW’s trademark seriousness at work: the emphasis on gear, tactics, and systems that made survival feel earned rather than assumed.

What bound all these games together wasn’t genre; it was approach. GDW brought a wargamer’s eye to RPGs. They cared about detail, about systems that worked even when they weren’t elegant (though I continue to maintain that Traveller is one of the most mechanically elegant roleplaying games ever designed). GDW wasn't afraid to make things difficult or even bleak, because they believed that challenge and immersion went hand in hand. As a player and a referee, I must confess that I didn’t always understand every rule. I sometimes made do with what I thought they meant, but I nevertheless respected the intent. GDW’s RPGs weren’t about wish fulfillment. They assumed you were already smart enough to navigate their worlds and tough enough to handle the consequences. 

As someone who entered the hobby on the more fantastical side represented by D&D and Gamma World, that was both refreshing and bracing. GDW showed me that roleplaying could be serious, by which I don't mean dour, but serious in the best possible way. Roleplaying games could provoke you to think, to plan, and to inhabit a world that didn’t care about your character sheet unless you used it wisely.

So, as I said at the beginning of this post, I was never a wargamer, but I was – and remain – a GDW fanboy. Their RPGs showed me a different way to play, a way shaped by history, consequence, and thought. Almost thirty years after the demise of the company, that kind of grounded imagination still feels like something worth celebrating, hence today's ode to the amazing roleplaying games of Game Designers' Workshop. What an incredible company, what an incredible library of games.

Monday, October 28, 2024

Kings and Aces

Marc Miller, creator of Traveller, and one of the three founders of Game Designers' Workshop also attended Gamehole Con this year, as he does most years. I first met Marc many years ago, at the Origins Game Fair in 1991, which was, I believe, the last time the con was held in my hometown of Baltimore. I was a member of a Traveller fan organization called the History of the Imperium Working Group (HIWG) and several of us present at the con wanted to pitch some ideas to GDW for (Mega)Traveller adventures and supplements. We wound up going out to dinner with Marc, Chuck Gannon, and the Japanese translators of Traveller. We didn't succeed in our quest, but I did have the chance to meet several wonderful people, including Marc, with whom I've stayed in contact over the years.

Marc held several panels, one of which was devoted to the history of GDW. Every person who arrived in the conference room was given a deck of cards Marc had printed through DriveThruRPG. He's a big fan of specialized decks of cards and often brings them for sale at conventions. The decks he gave us were devoted to the topic of the panel. The face cards all featured important people in the history of the company, like Marc Miller, Loren Wiseman, and Frank Chadwick, while the number cards all featured games it had published, like Traveller, Twilight: 2000, or Space: 1889 (along with lots of wargames, of course). 
During the panel, Marc would go around the room, point to someone and ask them to draw a card randomly from the deck they'd been given. After doing so, the person would then read what was on the card and Marc will talk for a while about the person or game in question. In this way, the cards provided some focus for the discussion rather than relying solely on audience questions. Another benefit is that light was often shed on individuals or games that might otherwise not get discussed, like Chaco, a wargame about the 1932–1936 war between Bolivia and Paraguay. The game is one of Miller's earliest designs and was created, in part, as an educational tool to teach about South American history.

All the panels at Gamehole Con were too short – only an hour. They were all held in the same room, with a new one starting every hour on the hour, all day, every day. That meant that there was often a rush toward the end of each panel that caused a fair bit of disruption, as overzealous gamers tried to enter an ongoing panel before it was actually ended. I would have much preferred fewer, longer panels, so that we could luxuriate a bit in the stories and memories of the guests. 

In the case of Marc Miller, he has so many stories. He's now 77 years old and has been involved in the hobbies of wargaming and roleplaying for more than half a century. Yet, his memory is incredibly sharp and, with age, I think he's acquired a perspective that's refreshing in its humility. He talked a lot about how, as in the case of TSR, no one really knew what they were doing at GDW. They were making it all up as they went, having fun as they explored new ideas and took chances on making them reality. Some ideas were better than others and some approaches worked, but they learned a lot from each project, whether it proved a success or a failure. Marc expressed several times how blessed he'd been to have had the career he had, making games and making people happy. 

Not a bad legacy, eh?

Wednesday, May 24, 2023

Retrospective: Space: 1889

Seeing Frank Chadwick's letter in issue #75 of White Dwarf reminded me that he was one of GDW's top designers during that storied game company's nearly quarter-century of existence. While he's probably best known for his work on board and miniatures wargames like Command Decision and Europa, he was also responsible for, either solely or in part, many of GDW's roleplaying games, starting with En Garde!. 

I first encountered Chadwick's name in connection with Traveller and, later, with Twilight: 2000, both of which I played a great deal in my younger days (and nowadays too, as it turns out). In addition, Chadwick designed another of GDW's RPGs, Space: 1889, which first appeared, ironically, in 1988. This is only a year after SF author K.W. Jeter first coined the term "steampunk," though I don't recall its being widely used at the time. Certainly, Space: 1889 never makes use of it, instead referring players to the works of Verne, Wells, and other late 19th century science fiction pioneers as its sources of inspiration.

The premise of the game is that, in 1870, Thomas Edison succeeded – somewhat accidentally – in demonstrating the possibility of navigating the "luminiferous ether" between the planets of our solar system. In doing so, Edison not only opened up new frontiers for exploration (and exploitation), he also made possible contact between human beings and the intelligent inhabitants of Venus, Mars, and even the Moon. By 1889, the Great Powers of Earth were vying with one another for control of these new worlds with a zeal that made the scramble for Africa seem halfhearted by comparison. 

One of the things that makes Space: 1889 so interesting is that its setting isn't merely an alternate history where space travel is possible in the Victorian Age. Rather, it's a full-fledge alternate reality where the 1887 Michaelson-Morley experiment did not suggest, as it actually did, that there was no such thing as ether. Chadwick makes use of earlier, now-rejected scientific theories to construct an alternate model of physics for the game's setting, one conducive to the great tales of scientific romance whose echoes can be heard even today in the pulpier corners of science fiction and fantasy. This approach gives Space: 1889 an oddly "grounded" feel to it, because it's clear that thought went into its idiosyncratic "scientific" principles, which are used to good effect throughout.

Indeed, it's the setting that made Space: 1889 so compelling to me at the time of its release – and it's the setting that continues to fascinate me, even today. Like all good wargamers, Chadwick knows his history and the game does a good job, I think, of presenting the late 19th century, warts and all, as an interesting place for science fiction adventure. The rivalries of the Great Powers, for example, serve as the backdrop to much of what happens in the setting, albeit from a decidedly Anglocentric perspective. For instance, Germany is portrayed in a negative light, as is, to a lesser extent, Belgium. That said, the British Empire is not presented in an unambiguously positive light. Like any honest portrayal, its vices are as significant as its virtues.

Even more interesting than the game's use of real aspects of the 19th century is its use of purely imaginative one, such as the various non-human beings that dwell on other worlds. Mars gets a lot of attention in the game, no doubt due to its importance in early science fiction. As often the case in those tales, the Martians of 1889 are an ancient, dying people, heirs to 35,000 years of civilization, at once contemptuous of Earthmen for their comparative barbarism and envious of their expansionist vigor. During the few short years that GDW published Space: 1889 – 1988 to 1991 – Mars received a fair bit of development through adventures and supplements. One of the best, Canal Priests of Mars was written, amusingly enough, by Marcus L. Rowland, the man responsible for the scathingly negative review of Chadwick's Twilight: 2000 in issue #68 of White Dwarf. Rowland would later go on to produce the Forgotten Futures series that looked at Victorian SF as potential settings for roleplaying.

Unfortunately, the cleverness and promise of Space: 1889's setting was hampered by a less than stellar system that, by turns, is either too simplistic or too complex for its purpose. This was something I recognized immediately upon reading the book; it was confirmed in multiple attempts to play the game with friends who were just as enthusiastic about the setting as I. It's a great shame, because the game's setting is well done and ripe with potential, but the game's mechanics were actively off-putting – so much so that I never succeeded in playing Space: 1889 for very long. I understand that, in the years since, there have been a couple of attempts to revive the setting with new rules, though I know nothing of how successful these attempts proved.

In the end, Space: 1889 is one of those roleplaying games that comes along every so often that grabs my attention because of what I see as its promise, but which I eventually discover is somehow inadequate to it in some way. Calling it a "disappointment" is not completely fair, since I nevertheless find many aspects of it genuinely praiseworthy. At the same time, I can think of no other way to sum up my feelings toward it without damning it with faint praise. A pity!