Interstellar Currency and Banking by James Maliszewski
Another Thousand Suns Rabbit Hole
Read on SubstackInterstellar Currency and Banking by James Maliszewski
Another Thousand Suns Rabbit Hole
Read on Substack
GDW's Traveller is justifably lauded for the wealth of tools it provided the referee in generating his own adventures, such as procedures for generating worlds, handling trade, and creating encounters, among many others. However, the company also published a large number of ready-made adventures, too, starting with The Kinunir in 1979 and I think they deserve to be better appreciated for how much they contributed to the success of the game. Though not all every Traveller adventure is a winner, many are classics.
One such classic is Death Station, one of two adventures published in 1981 as Double Adventure 3 (the other being Argon Gambit, about which I'll talk next week). Designed by Marc Miller, Death Station exemplifies many of the sensibilities of early roleplaying adventures by being compact and largely concerned with providing a referee with a location, a problem, and a handful of dangers with which to challenge the player characters rather than much in the way of background detail.
The scenario's premise is simple. The characters are hired by Lysani Laboratories to investigate a lab ship orbiting the world of Gadden after communication with it has been lost. Upon arrival, they discover that most of its crew is dead, while the station itself shows signs of damage. Further investigation reveals scattered clues pointing to psychochemical experiments intended to produce a new type of combat drug that heightened personal strength, dexterity, and endurance. The experiments were successful to a degree, but sabotage by a rival company resulted in the entire crew being exposed to an early version of the combat drugs that enhanced their physical abilities at the cost of their sanity. Now deranged, they pose a threat to anyone who boards the lab ship.
In a sense, Death Station offers what might be called a science fictional "dungeon,” complete with "monsters" in the form of the deranged crew. The lab ship is mapped and divided into keyed areas through which the player characters must move cautiously, examining laboratories, storage areas, and crew quarters. As in a fantasy dungeon, each location aboard ship offers the possibility of discovery, danger, or both. Logs, notes, and physical evidence gradually reveal what happened, while the deranged survivors and similarly deranged lab animals ensure that exploration is never safe.
The influence of movies like 1979's Alien is clear, I think, but, rather than resorting to an unknown extraterrestrial threat, Death Station opts instead for reckless science running afoul of corporate espionage, which fits well within Traveller's more sober approach to SF. Even so, the adventure has great atmosphere, which is a big part of why I count it among my Top 10 Classic Traveller adventures. The scenario relies less on direct exposition than on the gradual accumulation of clues. Some of that is a direct consequence of its sparseness of its descriptions and room keys, which is as much intentional as it is driven by the shortness of the page count.
Even so, Miller includes four pages of referee's notes that help provide not only a brief overview of what happened aboard the lab ship and why but also guidelines for how to run encounters with the deranged crew and experimental animals. This is useful, since part of the fun of Death Station is navigating its cramped rooms and corridors while its inhabitants also move about and stalk the characters. Also included in the notes is a discussion of the effects of the experimental combat drug, which is also helpful in handling encounters involving the crew who are affected by it.
It would be a wonderful world if players were so conscientious and so willing to risk their characters for the sake of a good time that they never looked at the Dungeon Masters Guide, the modules, or even "Dungeon Master advice" articles (such as this one) in magazines. It would even be nicer if they did not look up monsters in the Monster Manual, FIEND FOLIO Tome, and Monster Manual II whenever they confronted them. Maybe you can forbid this sort of activity during the playing of an adventure, but you can't control what players do on their own time. And never underestimate the ingenuity of players. I once had a player justify looking in the Monster Manual during play by saying that his character carried around a bestiary in his backpack!Despite this, try and make it clear to your players that your iron-fisted rule is all in the name of fun, to ensure that the game remains challenging for all.
Second, this is another book I have discussed before, albeit briefly. Like last week's post, this too was part of the Pulp Fantasy Gallery series, an early series that I more or less abandoned after a while (though I have revived a version of it from time to time, many to discuss the different pieces of artwork that have graced the covers of famous fantasy books). In any case, I like Hiero's Journey enough that I thought it would be productive to do a full post on it and its relationship to the history of RPGs.
Though first published in 1973, I didn't read Sterling Lanier's post-apocalyptic tale until almost a decade later, when I chanced upon it in a bookstore at the local mall. Though Gary Gygax listed the book in Appendix N, I am almost certain the first time I ever saw a reference to it was in the foreword to Gamma World, which is why I picked it up. I instantly fell in love with it. If I had to pick a single book that captures my own sense of what Gamma World was meant to be, I'd probably choose Hiero's Journey. Certainly, it's the book that, even now, I still find myself subconsciously influenced by whenever I try to imagine what the game is and should be.
Lanier himself is an interesting fellow. As a writer, he produced only a small number of works, of which Hiero’s Journey is probably the best known (and that's being kind). For a time, he worked as an editor at Chilton Books, where he was involved in bringing Frank Herbert's Dune to publication after having read it in serialized form in Analog magazine. Herbert had had great difficulty in selling his novel elsewhere, but Lanier believed it would sell well. When it didn't, he lost his job at Chilton, which led to his taking up writing more seriously.
Hiero’s Journey is set in North America thousands of years after a catastrophic nuclear war referred to simply as “the Death.” The devastation of that ancient conflict reduced the technological civilization of the past to scattered ruins and reshaped the natural world in unexpected ways. Mutated animals roam the wilderness, some hostile, others capable of domestication, while human societies have reorganized themselves into small states and tribal cultures amid the remnants of the old world.
The novel’s protagonist, Per Hiero Desteen, is a priest-scholar belonging to a monastic order known simply as the Abbey, located within the Republic of Metz, a polity occupying part of what was once Canada. The Abbey preserves fragments of ancient learning and trains individuals with psychic abilities, including telepathy, which have become an important if poorly understood feature of the post-Death world.
At the outset of the novel, Hiero is dispatched on a secret mission by the leaders of the Abbey. Rumors suggest that somewhere to the south lies a cache of ancient knowledge about relics called "computers" that might aid the Republic of Metz in its ongoing struggle against a shadowy group known as the Dark Brotherhood. These enemies, whose influence extends across large portions of the former United States, employ both advanced relic technology of their own and psychic powers in pursuit of domination over the scattered civilizations that survived the Death.
Hiero’s titular journey takes him across a landscape that is at once recognizably North American and yet profoundly altered by millennia of mutation, ecological change, and cultural transformation. Along the way he encounters both allies and enemies, from human societies struggling to survive in the wilderness to intelligent animals capable of communication and monstrous creatures born from the lingering consequences of ancient radiation and experimentation.
One of the most distinctive aspects of the novel in my opinion is the way it blends several types of science fiction. On the one hand, the novel clearly belongs to the lineage of post-nuclear adventure stories that became common during the Cold War, exploring the long shadow cast by nuclear catastrophe. On the other hand, Lanier freely incorporates elements, such as psychic powers, telepathic animals, and quasi-medieval social structures, that give the setting a distinctly fantasy character. The resulting world feels less like a conventional science fiction future and more like a kind of Lost World romance set amid the ruins of modern civilization. That's probably why I so enjoyed the novel when I first read it.
4. Were you ever formally an employee of Chaosium or were you simply a freelance writer and designer for the company?
I was never an employee of Chaosium. All the work I did for them was as a freelance writer and designer. I was, for four months, an employee of Judges Guild. I was never an employee of any other game company although I was flown to Las Vegas to interview with Coleco for a job as a game designer in Connecticut. I was recommended for this job by Jennell Jaquays, with whom I had worked on several projects. I ended up turning the job down because at that time, Coleco only had a handheld gaming device with which I was not impressed. To be fair, I have never used a handheld gaming device or controller other than for the original Pong. All my electronic gaming has been on computers, so my judgment in this area might have been flawed.
Also, the pay being offered by Coleco was not significantly above what I was making as a combination freelance game designer, book seller, and legal secretary for my mother. And after spending four winters in Ithaca, New York and one winter in Decatur, Illinois, I preferred to live in the Bay Area to avoid snow. Other than my four months with Judges Guild, I was never a formal employee of a game company. Even my work as editor of Gryphon was done as a freelancer where I got paid a certain amount of money for gathering the articles and editing them for each issue of the magazine.
5. You also wrote a number of products published by Judges Guild. How did that come about and what do you recall about it?
My involvement with Judges Guild came about when Greg decided to exclude the Broken Tree content from Snake Pipe Hollow. As best I can tell, he did so for reasons of space not quality. Greg told me that they had signed an agreement with Judges Guild to produce licensed RuneQuest products. He suggested that I expand the material and submit it to them. I did so. I do not have any detailed memories of my work on that project, but it did lead to a job offer. Unlike the job offer from Coleco, which occurred several years later, I accepted this job offer and moved to Decatur, Illinois in January 1980. I remained there for 4 months during which time I designed and worked on several projects for the Judges Guild.
I attended the Origins game conventions in Philadelphia in June of 1979 and again in 1980. I wanted to make contacts and look for work in the gaming industry. The job with Judges Guild partially arose out of the 1979 trip. My work on Frontiers of Alusia with SPI arose out of the 1980 trip.
I remember many things about my involvement with Judges Guild quite clearly and some not at all. While I was Judges Guild, I injured my back moving heavy boxes. Prior to that time, I had no problems with my back. Since that time, I have had intermittent chronic back pain which requires precautions to avoid ongoing pain. I think it’s likely I would have eventually had back problems anyway, but I didn’t need it to trigger at age 22.
I left Judges Guild because the owner, Bob Bledsaw, became concerned because there was a burglary in a building somewhat near the Judges Guild offices. He decided to address the burglary by buying a gun and leaving it in the office so whoever was there could protect themselves. This probably seemed like a perfectly sensible plan from the perspective of someone living in downstate Illinois, but it seemed crazy to me as a 22-year-old from Palo Alto, California. As a result, I left the Judges Guild and went home.
However, this was not a hostile breakup. I continued to produce projects for Judges Guild for several years thereafter. I began to represent Judges Guild at San Francisco Bay area game conventions by running a booth in the dealer hall. I don’t remember the specific financial arrangements, but it was financially profitable, albeit not greatly so, for both Judges Guild and myself.
The RPGGeek website shows that I had been involved in 26 projects as a designer. Some of them are duplicate entries or things where I only contributed a short element. However, 10 of them were separate Judges Guild products.
My contributions to the Book of Treasure Maps II, Book of Treasure Maps III, Legendary Duck Tower, Duck Pond, and Portals of Torsh were done as a Judges Guild employee. Treasure Maps II involved me completing work that someone else had already started. I started Treasure Maps III but Edward Mortimer completed it after I left. Legendary Duck Tower had been started by Jaquays while she was a Judges Guild employee. I finished it while I was working there. Its title was a pun on her Dark Tower D&D adventure. Obviously, Duck Pond took the punning title sequence one step further.
The other five products were items that I designed freelance after I left Judges Guild. Wondrous Relics was inspired by my RuneQuest product, Plunder. I thought it would be fun to make a bunch of new magic items for Dungeons & Dragons. I should pull out a copy and see if there is anything worth using in my current campaign.
The three portal products were designed to create an interconnected series of worlds where each product would provide a background for a world which Dungeon Masters could add to their campaign, if they wanted to have multi-planet campaign.
I don’t remember much about design process of each of these items except that in September of 1980, I bought an Apple 2+ computer. From that point on I was typing my work, and my mother’s legal work, on that computer. At the time, there wasn’t any standardized word processing program, so I still submitted everything on paper, and it had to be retyped by the game publisher. I don’t remember the specific word processing program I used, but it was nowhere near as user friendly as the current ones. So, for example, if I accidentally deleted something, there was no control Z to bring it right back. I had to retype it. Thus, there were number of occasions where work was lost because of accidental deletions or a failure to save combined with a computer crash, which also occurred much more often than it does now. In addition, there was no internal hard drive, so everything had to be saved onto a separate floppy disk.
I stopped representing Judges Guild at Bay area conventions in 1983 or 1984 after I got a part-time job at a local bookstore which became a full-time job that lasted until 1985 when I left to go to law school.
A long-standing and popular feature of this blog has been its interviews with designers, artists, and other luminaries of the hobby. From the beginning, I’ve believed it’s important to preserve and share their memories, insights, and experiences. They deserve to be heard not only by those of us who remember those now-ancient days firsthand, but also by later generations of roleplayers who might otherwise never encounter the stories behind the games they love.
That’s why I’m always especially pleased to speak with someone whose contributions were largely unknown to me in my own youth. Such conversations are reminders of just how many hands shaped this hobby in its formative years.
Rudy Kraft, who was involved in the early days of Chaosium – or The Chaosium, as it was then styled – very kindly agreed to answer a series of questions I put to him. As you’ll soon discover, he did so with remarkable generosity and detail. What follows is the first part of our conversation; the second will appear tomorrow.
1. How did you first become involved in the hobby of role playing?
I first got involved in gaming as a hobby because of my father. I was the oldest of five children—although we started gaming before the fifth child was born. We had family games of Clue and Monopoly—mostly Clue. At some point, my father bought me a Christmas present of the old Avalon Hill game Afrika Korps. He and I played that a lot often leaving it set up on the desk in my parents' bedroom. Because I liked this game, he bought additional Avalon Hill Games at least once a year until I went away to college in 1974.
Starting in elementary school, I became an enthusiastic reader of both science fiction and fantasy. During this time, I read and reread The Hobbit and The Lord of the Rings and Asimov’s Foundation series on multiple occasions.
During high school, some friends and I created a space exploration war game where one person acted as the moderator and the other people explored a star map from different locations until they ran into each other and presumably fought a war.
When I was at Cornell University, I read a lot of science fiction and touched the periphery of SF fandom. In one fanzine I read about this new game, Dungeons & Dragons. This almost certainly occurred in August 1975. The game sounded interesting to me, so I ordered a copy of it which I received in September. Once I looked at it, it became obvious to me that I did not know how to get started in the game and I set it aside.
In October, I overheard two people talking about playing Dungeons & Dragons. It turned out that there was a small group of people playing the game regularly in the same dormitory where I ate my meals. They played every Saturday, so I first started playing Dungeons & Dragons on the second Saturday in October 1975. In fact, I had a 50th anniversary celebratory session in October this year where, for the first time in years, I played rather than DMed a game of Dungeon & Dragons.
Following that first session, I became very addicted to playing Dungeon & Dragons to the point where it significantly adversely affected my grades. During those years, I bought Empire of the Petal Throne and Metamorphosis Alpha, but I never persuaded anyone to play them instead of D&D.
I've no doubt mentioned on numerous occasions that, as a kid, I was never a big reader of comic books – at least not superhero comic books. Even so, many of my friends were avid comic readers and, more than that, it would have been quite difficult growing up in the 1970s and '80s to not know at least a little bit about comic book superheroes, particularly those published by Marvel Comics, merchandise for which was seemingly everywhere at the time. So, while I never a devoted fan of the genre, I was familiar with its characters and storylines.
Consequently, once I got into roleplaying games, I inevitably picked up Champions and had a good time with it, though it was never going to rise as high in my affections as, say, Dungeons & Dragons or Traveller. Champions was too ponderous and math-heavy for my tastes and seemed, to my way of thinking at any rate, to be a poor fit with the fast and frenetic action of superhero slugfests. Champions was good enough, because I didn't have any other ready alternatives, but I never connected to it the way I did with other RPGs.
TSR's Marvel Super Heroes, on the other hand, was pretty close to perfect for my purposes. That it was published by TSR certainly helped, I am sure, but, unlike many of TSR's other non-D&D offerings, Marvel Super Heroes was one that I played regularly, because it hit a sweet spot in its design and presentation. This was a game that was meant to be played and my friends and I had a blast with it. Sure, one can quibble about its lack of a robust character creation system, but that mostly didn't matter, because the whole point of this game was taking on the roles of one of Marvel's immense pantheon of heroes.
That's what made the Gamer's Handbook of the Marvel Universe, released in four 256-page volumes over the course of 1988, so appealing. Modeled on the 15-volume Official Handbook of the Marvel Universe series from Marvel Comics, TSR's Handbook provided game statistics for nearly every Marvel character ever to appear in its comics, as well as information on their history and even roleplaying notes. If you were playing Marvel Super Heroes, this was pretty much a must-have product, especially if, like me, your favorite heroes and villains had never appeared in other MSH products or in the pages of Jeff Grubb's excellent "The Marvel-Phile" series.
Much like the Monstrous Compendium for AD&D Second Edition, the Handbook's pages were five-hole punched so that they could be organized into a binder. Unlike the MC, I don't believe TSR ever produced officially-branded binders for this purpose, but my memory is hazy. Interestingly, Who's Who: The Definitive Directory of the DC Universe, released between 1985 and 1987 in obvious imitation of Marvel's earlier effort, was released in a similar loose-leaf format. I have no idea whether TSR was, in turn, borrowing a page from DC or if it was simply something the company had, for whatever reason, hit upon as a useful format for releasing its products at the time.
It's still very much my intention to release a new edition of my science fiction roleplaying game, Thousand Suns, either this year or next. While my public discussions of my design work on this project take place over at Grognardia Games Direct, I'll also be doing a series of playtests the details of which will periodically appear at my Patreon. If that's something you'd be interested in, my latest (public) post talks a bit about this, with more information to follow in the weeks ahead.