Wednesday, November 18, 2020

Retrospective: The Adventures of Indiana Jones Role-Playing Game

The history of TSR between 1982 and 1984 is a strange and fascinating one. It's simultaneously when Dungeons & Dragons is at the height of its popularity (and profitability) and when TSR seems to have had no idea how to build on that success. Instead, TSR adopted multiple strategies, such as attempting to turn D&D into a brand name with which to sell non-gaming products to re-imagining the game into something more story-driven and, it was assumed, more accessible to potential customers unfamiliar with either pulp fantasy or its wargames roots. Another strategy was one that's still employed to this day, even by the current producers of D&D: license a hot property – or a not-so-hot one – and hope it'll result in expanded sales.

TSR's history with licensed properties is decidedly mixed. For example, Jeff Grubb's Marvel Superheroes is rightly considered an unqualified success, both as a near-perfect RPG design and as an example of the potential value of the right licensed property. On the other hand, the 2001: A Space Odyssey module for Star Frontiers is a classic example of "what were they thinking?" licensing, only slightly more intelligible than Dungeons & Dragons-branded sunglasses. TSR's AD&D Conan modules and Conan Role-Playing Game are, I think, an example of a middle case, namely a good idea poorly – or at least insufficiently well – executed. Throughout the early to mid-80s, TSR was clearly throwing lots of spaghetti against the wall to see what stuck; the results were, more often than not, a mess.

An infamous case in point is 1984's The Adventures of Indiana Jones Role-Playing Game. Designed by David Cook, the game was, like so many others at the time, a boxed set consisting of a 64-page rulebook, a map of the 1930s world, a referee's screen, a collection of player handouts, and cardboard cut-outs to represent characters, buildings, and vehicles, plus dice. Taken purely on these terms, The Adventures of Indiana Jones is a nice package and I can imagine that it would have seemed quite attractive purely on this basis. Of course, the main reason anyone bought the game – myself included – is because the pulp-inspired action-adventure world of Indiana Jones was very appealing. I have little doubt that every gamer who saw Raiders of the Lost Ark in the summer of 1981 (or even The Temple of Doom three years later) thought, "This would make a great roleplaying campaign."

So, unlike, say, 2001: A Space Odyssey, which still baffles me to this day, I don't wonder why TSR grabbed this license as soon as it was feasible for them to do so. The world of Indiana Jones is definitely the stuff from which a game RPG could be made. Alas, The Adventures of Indiana Jones was not that RPG – and it's not because of its game mechanics. Mechanically, the game was fine, if nothing special. Like many games at the time, Indiana Jones uses another variation on the color-coded results chart that Marvel Super Heroes employed to such great success. There are even small moments of brilliance in its particular take on the chart, with exceptionally good and bad results being called Lucky and Bad Breaks respectively and each having unique effects, depending on the attribute being checked. 

The game's real problem, the one that utterly cripples it is its lack of character creation rules. Instead, there are a total of seven pre-generated characters from which players can choose: Indiana Jones, Marion Ravenwood, Sallah, Willie Scott, Short Round, Jock Lindsey (the pilot from the beginning of Raiders), and Wu Han (Indy's ally at the start of Temple of Doom, who dies). Now, I can understand including these characters as examples and even encouraging people to use them, but not including any rules for creating your own characters? That's a bizarre design choice, especially since the movies themselves imply that the world of Indiana Jones is much bigger than him and his immediate circle, filled with lots of other heroic and dastardly people trekking across the world in pursuit of valuable ancient artifacts. (There are also no experience rules; characters earn "player points" that enable them to reduce the severity of damage – that's it)

It's such a pity, because, as I've said several times now, there's a great deal of potential in the pulpy 1930s the movies presented. Further, the game itself is a decent introductory RPG that provides not only lots of fun little components but also a few interesting little sub-systems like the Chase Flow Chart intended to aid the referee in conjuring up the action of the movies. There's nothing revolutionary here, to be sure, and no one should think otherwise. This is not a forgotten gem of a roleplaying game, unfairly maligned despite its virtues. Rather, The Adventures of Indiana Jones is a textbook example of a missed opportunity – a nigh-perfect setting/world that could have, with a bit more imagination, have been a fun and successful RPG. Alas.

(And before anyone brings it up in the comments, no, TSR did not try to trademark the word "Nazi." TSR and this game can legitimately be criticized for many things; this is not one of them and I wish this particular urban legend would go away for good.)

20 comments:

  1. According to David Cook it was not a design choice, but rather a limitation imposed on them by Lucasfilm licensing. Grogtalk interviewed him and he revealed it around the 3 hour 37 minute mark here: https://youtu.be/Sem4sPyqNDw

    That said, and playing devil’s advocate, without Indy, you aren’t really playing Indiana Jones, but just a pulp adventure game, so wouldn’t need the hassle of a license anyhow.

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    1. I suspected that might be the reason, but it's very odd, since, just a few years later, the Star Wars RPG published by West End had no such restrictions.

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    2. Considering the success of WEG Star Wars, it's tempting to chalk that up to "lesson learned".

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    3. Clearly. Whatever missteps WEG made later on, they at least understood immediately that what people wanted out of a Star Wars RPG was the ability to play in the same world as Luke Skywalker and Han Solo, not to play Luke Skywalker or Han Solo.

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    4. I do wish this is something that Marvel had learned. They were very unhappy that TSR included rules for creating your own superheroes in their system, rather than just providing the ones Marvel had provided.

      So their next two attempts at an RPG did not contain any method of generating a character (explicitly stated in the case of the MSHRP licence).

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  2. This design kind of makes it more like a board game, than a complete RPG, right?

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    1. Somewhat. The rules do tend to make use of measurements that are tied to the included play maps rather than emphasizing "real world" ones. That certainly gives certain elements a boardgame-y feel compared to, say, D&D or even Gangbusters.

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    2. This recent "Boardgame Explosion" has really push boundaries. No complaints, but man, there are a lot of games these days that I steal from, not just ideas, but PROPS.

      Ever tried Betrayal at house on the hill? kinda roleplayey. Arkham Horror is just CoC with no GM. And all those WOTC D&D boardgames. kind of a tier between Dungeons and dragons and Monopoly ;)

      game wise, good time to be alive.

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    3. I have played Betrayal at House on the Hill and rather enjoyed it. Right before the world blew up, my wife and daughter bought me a D&D-flavored version of it, set in the Forgotten Realms and I've never had the chance to play it. Might be a while before I get the opportunity to see if it's any good.

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    4. I had no idea that existed. that sounds awesome!

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  3. Steve Jackson once said “all board games are role playing games,” and I take that approach. Btw Betrayal at House is next on my list to get, but been obsessing on Dead of Winter lately.

    I can see kids trying to get a game of Indy Jones going, but it fizzles because everybody wants to play Indy.

    There were great pulp rpgs around back in the day, but I had so many pulp elements in my Cthulhu campaigns (cue groans from purists) that the itch got scratched. My sessions seemed to take place more in speakeasys and nightclubs than basements and woods.

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    1. My CoC games were similar actually. I played a lot of Gangbusters back in the day, so there was a bit of overlap between the two in terms of locations and scenarios.

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    2. I think a pulp rpg a girlfriend gifted me as a teen was called “Daredevils.”

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    3. That sounds familiar. It was around 1983.

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  4. There was an expansion that added the rules called the Judges Survival Pack that had rules to create your own player characters. I always meant to give it a try but never got around to it after purchasing them.

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    1. That's interesting. I never saw it myself, so I'm glad to hear that this issue was eventually addressed.

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    2. The Judges Survival Pack is essential to turning IJRPG into a genuine RPG with brief, but well done character creation rules. A case of too little too late I suppose. I still have a fondness for this game despite how maligned it is.

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  5. My friend and neighbour had a copy of IJ RPG when we were 13, but I don't remember playing it, unfortunately. Maybe he still owns it.

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  6. My friends and I played IJ a lot. We actually used the rules to run a setting set in a show called Tales of the Gold Monkey set in around the same time period. We didn’t care that there were no character creation rules; the system was dead simple to comprehend and we had no problems creating our own characters. We were around 12 at the time, so we really never cared about things like rules.

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