By now, I scarcely need to remind people that roleplaying games are an outgrowth of wargaming, specifically miniatures wargaming. More than a half-century after the appearance of Dungeons & Dragons, this is a well-known and indisputable fact. Nevertheless, it's a fact worth mentioning from time to time, if only to provide context for how many early and influential RPGs were created and designed. It's also a reminder that, even though roleplaying games would eventually eclipse their predecessors, wargames remained an important component of the wider hobby for many years (and arguably still are, though I'm far from the best person to make that claim).
Game Designers' Workshop, best known nowadays as the original publisher of Traveller, began its existence in 1973 as a publisher of hex-and-chit wargames. Its first foray into what might be called roleplaying was in 1975 with En Garde!, though the game is closer to a dueling simulator with light character-driven elements than a "true" RPG (similar, in some ways, to Boot Hill in this respect). But, by and large, GDW's output during the first few years of its existence was tabletop wargames – nearly twenty by the release of Traveller in 1977.
Marc Miller, one of the founders of GDW, had long been a science fiction fan and among his first designs at the company (along with John Harshman) was Triplanetary, whose vector-based movement system inspired Traveller's own (and that of Mayday, itself an offshoot of Traveller). He also designed Imperium, a simulation of a series of interstellar wars between the vast, alien Imperium and the plucky, upstart Terran Confederation. Devotees of the Third Imperium setting may recognize this scenario as part of its historical background, but, at the time of its release, Imperium had no connection to Traveller – which hadn't yet been published and, when it was, later the same year, it was devoid of any kind of example setting.
I bring all this up to emphasize that, at GDW, there was a great deal of interplay between its wargames and the roleplaying games it would eventually publish, with one influencing the other and then in turn influencing other games (or even the same ones in later editions). Thus, for example, Traveller incorporates into its official setting the scenario of Imperium, whose second edition in 1990 would then add details from Traveller. I consider this sort of cross-pollination a hallmark of Games Designers' Workshop, a company that, until the very end, was marked by fervid creativity.
1981 is a good example of what I mean. Traveller had, by that point, already been out for four years and had established itself as the hobby's premier science fiction roleplaying game (sorry, Space Opera!). GDW sought to support the game on multiple fronts, revising and clarifying the rulebooks, as well as releasing new ways to play the game, whether large scale interstellar naval battles (Trillion Credit Squadron), miniatures wargaming (Striker), or strategic wargames, like Fifth Frontier War and Invasion: Earth. GDW clearly had big plans for Traveller and its releases that year demonstrate that, I believe.
Unlike Fifth Frontier War, whose scope covers several subsectors of the Spinward Marches during a "current" war within the timeline of the Third Imperium, Invasion: Earth is both much smaller and "historical," which is to say, taking place in the past of the setting. Set about a century before the "present day," Invasion: Earth focuses on the final stages of the Solomani Rim War (or the War for Solomani Liberation, if your sympathies lie in that direction), as Imperial forces attempt to conquer Terra, a major bastion of the Solomani Cause. As the homeworld of humanity (or humaniti, according to Traveller's unique orthography), Terra holds great symbolic importance to the Solomani, who see themselves as its true children, in contrast to the Imperium, whose culture and very blood have been corrupted by contact with non-Terran aliens.
Invasion: Earth, as its title suggests, is very narrowly focused on the attack and defense of the solar system, culminating in the planetary invasion of Terra. There's thus both space combat and ground combat, each reflecting a different theater of the ongoing Imperial invasion and Solomani counterattack. Rules-wise, it's fairly similar, both in terms of its specifics and its overall complexity, to Fifth Frontier War, which is ti say, it's a proper wargame for hex-and-chit aficionados, not something simplified for casual players like myself. Consequently, I never played Invasion: Earth, even as I admired the copy I saw in the collection of my friend's father – a common theme in my early encounters with wargames.
As I said above, GDW clearly had big plans for Traveller at the time of this game's release. Though intended primarily as a historical game, which, in the setting's timeline, the Solomani lost, there are notes in the back of the rules about how to use the game to simulate invasions of other planets within the Traveller universe. There are also suggestions on how to use the events of the war as fodder for adventures, either in the past or in the present of the Third Imperium setting. I wonder whether anyone ever took up these options for their own Traveller campaigns.
Invasion: Earth, like Fifth Frontier War, has long fascinated me. I love the idea of wargames or simulations intended to flesh out or expand upon some aspect of a roleplaying game's setting, but I've rarely had the opportunity to make use of it myself. For instance, I long wanted to find a way to play out a war in my House of Worms campaign, but I never had the opportunity to do so – or indeed a clear sense of how I'd make it work, but I keep thinking about it nonetheless.
This one's a real oddball in the GDW catalog. I don't think there were any other games released with a box of that size and shape, which resembles a flimsier version of an AvHill bookcase game. The 480 counters make it much too big for a Series 120 game, but a quarter of those (IIRC) were damage markers, making the 360 remaining feel a little cramped for what they needed to do. It's definitely go more value for a Traveller fan than to a wargamer looking for a planetary invasion game, but it's still one of the weakest scifi games to come out of GDW. One of its major purposes was probably to provide strategic rules for this kind of warfare in the RPG (which it does accomplish) but whatever grander plans for the concept there may have been ran smack into Traveller's phenomenal sales growth honeymoon ending right around this time period.
ReplyDeleteAlso didn't help that it was fairly expensive compared to its most obvious competition in the "planetary invasion" niche, those being Metagaming's Invasion of the Air Eaters (featuring an alien invasion/terraforming attempt of Earth) and Operation Cerberus from Task Force Games (with Terrans invading the alien world Cerberus as part of an interstellar war). Both of those games were out in 1979, and I'd argue that they were superior to I:E in most respects. Played faster, had more interesting mechanical features, and cost less.
For folks who weren't Traveller fans the premise of Air Eaters was arguably more creative, and the ambition on display (such a big concept in such a tiny game) was impressive. Really only let down by the typical low production values and a cover that suggested a 50s B movie rather than a fairly serious scifi game. Got an even more grandiose sequel a few years later that expanded the battlefield to the whole inner solar system for the second invasion, and there was an interstellar war version planned to make a trilogy that sadly died when Metagaming shut down.
Cerberus was much closer in design style to a I:E but had more balanced forces (ie either side could win militarily rather than just by counting VPs, something that just wasn't true in I:E, which was the Solomani's last gasp) and much cleverer mechanics for handling the naval campaign, special forces raids by power armored troops, and even logistical elements. Effectively did what I:E wanted to do but better - and at a lower cost and two years earlier to market. GDW should have just paid TFG to use their system with some tweaks to align to Traveller's setting and everyone would have been better off for it.
And then in 1992 we got Renegade Legion: Prefect, which many would argue is the capstone of this niche. I didn't love it myself despite being a big RL fan, and it wasn't supported long before FASA decided they were better off concentrating on BTech instead, but it certainly had its fans and it's hard to argue that it wasn't more comprehensive and adaptable than any of its three competitors.
I was going to mention Renegade Legion as well. FASA's ersatz Star Wars (which most fans will argue was actually superior to all the official SW titles put out by WEG), was one of the most ambitious attempts to vertically integrate RPGs with wargames.
ReplyDeleteOf course, it also exposed the inherent problem of *scale* with such ventures as — while you might use a Prefect or Invasion: Earth to play out a planet-wide war — you and your party of player characters could also suffer a TPK with the roll of a single die.
Excellent post, touching on something that has guided my gaming this winter, as I've been exploring 70's and early 80's era hex and chit games with one hand while playing ttrpg' with the other. You've inspired me to throw Triplanetary onto my 'to play' pile. But I'll push back on your comment re. En Garde!, which is way more than a dueling simulator. It's approach to player-driven campaign play and social roles and status was a huge innovation; in fact, I think its core concepts would feel like radical innovations if you bolted them onto any currently popular ttrpg. If anything, the dueling system in En Garde! is the part you are most likely to swap out with something else (I use Swashbuckler, which is hugely more fun and interesting).
ReplyDeleteSeconded!
DeleteI'd go further and argue that En Garde! should be considered the first RPG -- insofar as "roles" are social. EG! players are embedded in (imagined) social fabric, necessarily.
Speaking of Triplanetary (which had an excellent modernized reissue from Steve Jackson Games) and its influence on other games' movement systems, SJG's Star Fist was also directly inspired by the game's vector movement, mashed up with a fondness for the arcade game Star Castle. Really quite a solid game, well worth picking up if you can get a copy.
DeleteSPI took a few stabs at more realistic inertial movement and in 3D no less, but neither Battlefleet Mars nor Vector Three impressed me much compared to Mayday and Triplanetary.
I first saw anything about this game about twenty years ago when Marc put out the big books of each sequence in the Classic Traveller Cannon. My dad got the games one for Striker, but I read through them all.
ReplyDeleteIMHO, the important things for a roleplayer in this game are the map of Earth, and the adventure seeds for the CT Golden Era included. The Phoenix Project, and assorted guerilla actions are good pulls for events. Stay-behind movements and their caches make for interesting gaming situations.
While not RPG connected, Simulations Publications. Incorporated (SPI) published a planetary invasion game "Starsoldier" in 1977. It was linked to their interstellar warfare game "StarForce: Alpha Centauri" from 1974. There were rules for linking the two games. Whenever you took control of a star system in StarForce, you would then play three games of Starsoldier (one each of attack, defense, and umm, some other scenario type I forget). This determined if you successfully conquered the planet. (In straight StarForce games taking control of the system automatically gave you control of the planet.)
ReplyDeleteI played Starsoldier a few times with friends, but never tried a linked game, which would have been very time consuming. I found the Starsoldier game to be OK, but not riveting enough that I didn't move on to other games as time went on.
Starsoldier was sort of abstract in that you were a squad of ultratech soldiers in invisible flying suits playing stealth games and firing "positron bomb grenades" (i.e. sorta-clean nukes) at each other until you captured the enemy command bunker.
(All the civilians were supposed to be in shelters where they had been put to sleep by the psionic crew in the starships.)
- Captain Button
The other Starsoldier scenario was a "bug hunt" against dangerous teleporting wildlife called (ahem) "dinkblogs" who were about the only nonsophont that could endanger an equipped starsoldier. IIRC it was solo, but maybe there was a multi-player "fox hunt" option.
DeleteWe tried the linked AC/SS game a few times and our assessment was that it was far too slow to be worth the effort. SS is arguably the weak sister in that trilogy of games, although they're all so very different from one another that only the setting really connects them.
Not sure I'd really rate SS as a strategic scale planetary invasion game in the same category as Invasion: Earth, Operation Cerberus or Invasion of the Air Eaters. A fireteam of starsoldiers might skirmish over an area the size of a small continent, but it just isn't the same as fighting over a whole globe. The designers bent over backward to make a setting where a dozen supermen could decide the fate of a planet of millions or billions, but at the end of the day they produced a skirmish game closer to TFG's Ultrawarrior or SJG's Battlesuit than anything.
Miniatures wargaming is actually having a bit of a resurgence of late. For the longest time, the field was pretty much Warhammer and that's it, but there are now several other minis games that all have a respectable presence. Warmachine just got picked up by Steamforged, and they're trying hard to relaunch it, plus Bolt Action is doing big business. There are a number of Star Wars minis games currently, including X-Wing, which effectively invented the hot genre of small-scale grid-based minis-and-cards games. So, yep, they're still around!
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