Wednesday, April 2, 2025

Retrospective: Dark Conspiracy

My history with roleplaying games is littered with games I desperately wanted to like but that, for one reason or another – sometimes many reasons – I simply couldn't. A prime example of what I'm talking about is Dark Conspiracy, a near-future horror RPG released by Game Designers' Workshop in 1991. Even now, more than three decades later, my feelings about Dark Conspiracy (or DarkCon, as it was often abbreviated back in the day) are complicated, so complicated, in fact, that I'm not entirely sure how well I'll be able to articulate them in this post. Please forgive me if what follows is more rambling than usual.

Let's start with some context. At the turn of the 1990s, the RPG world was in a state of transition. Arguably, that's been the default state of the hobby since its inception, but I think it's fair to say that, by the last decade of the 20th century, the times, they were a-changin'. Signs of the decline in the dominance of both Dungeons & Dragons and TSR were, by this time, becoming obvious and this created an opening for new games, new companies, and new approaches to roleplaying. 

Of course, TSR wasn't the only venerable RPG company to show signs of decline as the '90s dawned. Game Designers' Workshop was another one. Founded in 1973 as a wargames publisher, GDW nevertheless entered the roleplaying market quite early, when it released Traveller in 1977, only three years after the appearance of OD&D. However, by 1991, the fortunes of Traveller – and GDW along with it – were in doubt. Traveller was stuck in the doldrums of the Rebellion Era established by MegaTraveller and it was clear that something had to be done to reinvigorate the moribund game line. Likewise, history had caught up with Twilight: 2000. The fall of the Berlin Wall in 1989 put into serious question the game's speculative history of World War III, resulting in a second edition in 1990 that not only altered its timeline to bring it closer to reality but also changed its entire rules system.

Larger cultural shifts were also at play. The winding down of the Cold War, the rapid advance of computer technology, and the impending arrival of the new millennium fueled widespread anxieties. Some of these found expression in the cyberpunk genre, with its visions of corporate tyranny and technological alienation. Others surfaced in conspiracy theories about the New World Order, UFOs, and even apocalyptic religious prophecies. Like many turn-of-the-century moments, it was a chaotic, uncertain time, equal parts thrilling and unsettling. I was just entering adulthood then, and I remember the early '90s with strange affection. On bad days, I find myself longing for those times.

Enter Dark Conspiracy. Written by Lester W. Smith, Dark Conspiracy attempted to fuse cyberpunk’s dystopian corporate control with supernatural horror and alien invasion. At first glance, it seemed to be the perfect game for the era: a paranoid, near-future setting in which America had collapsed into vast urban metroplexes and lawless wastelands, while eldritch entities known as the Dark Ones manipulated humanity from behind the scenes. Thematically, it was an ambitious blend of Cyberpunk and Call of Cthulhua world where high technology coexisted with conspiracies, cults, and Lovecraftian nightmares.

In its published form, however, Dark Conspiracy was a game of contradictions. Its setting concept was rich and evocative, but its execution was often unwieldy. GDW, perhaps trying to draw on its existing fanbase, built the game’s mechanics on the same ruleset as the second edition of Twilight: 2000. While that system (which came to be known as the "House System") worked well enough for military survival scenarios, it was clunky and a poor match for horror gaming in my opinion. Character creation was detailed but slow, leaning heavily on a career-based progression system that felt more suited to military campaigns than to the investigative horror that Dark Conspiracy promised. Likewise, combat was intricate – perhaps overly so – while supernatural and investigative mechanics felt like an afterthought by comparison.

Despite these flaws, Dark Conspiracy had undeniable strengths. Its setting, which painted a grimly fascinating picture of a broken America where the supernatural lurked at the fringes of perception, held a lot of possibilities, even if they were never fully realized. The game encouraged a mix of adventure styles, from corporate espionage to alien-hunting and post-apocalyptic survival. In some ways, it was ahead of its time, prefiguring the pop culture explosion of conspiracy fiction that would define the late '90s and early 2000s. Remember that the genre-defining television series, The X-Files, wouldn't air until 1993, two years after the publication of this game. People often use the phrase "ahead of its time" too casually, but, in this respect at least, Dark Conspiracy earns it.

The game never quite found its footing. GDW supported it with a range of supplements, including adventures and setting expansions that deepened its world, but they were uneven both in terms of quality and their portrayal of the game world. Some, for example, suggested that its early 21st century setting was not too dissimilar to the real 1990s but with slightly more advanced technology, while others implied much greater social and technological changes. Early promotional materials for the game in the pages of Challenge painted a very dark, even bleak, picture of the setting, where vast swaths of the world had been largely abandoned and given over to the Dark Ones and their human co-conspirators and minions. Unfortunately, the published game was inconsistent on this point, which hampered my enjoyment of it. 

This is a great shame. As I mentioned at the beginning of this post, I really wanted to like Dark Conspiracy. In principle, it's a perfect mash-up of lots of ideas and genres that are right up my alley – science fiction, horror, dystopianism, conspiracy theories, and more. The potential of the game is immense and, especially at the time of its original publication, it managed to tap into an emerging zeitgeist. If only it had been better – better rules, better presentation, better adventures – it's possible that it could have made a bigger splash and helped lift GDW out of its doldrums. Alas, that was not meant to be and I'm left only with my conflicted feelings. 

18 comments:

  1. I wonder if part of the issue was perhaps that "an ambitious blend of Cyberpunk and Call of Cthulhu, a world where high technology coexisted with conspiracies, cults, and Lovecraftian nightmares" is a rather special niche that was already stuffed full of Shadowrun. While the games are quite different, Shadowrun cast a very large shadow across that very small market segment, much like D&D itself did with the much larger "fantasy" segment.

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    1. Not having been a Shadowrun player, I hadn't even considered this possibility.

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    2. Add to the existence of Shadowrun the late '80s debut of Chaosium's Cthulhu Now supplement and the 1992 appearance of a Cthulhu Now campaign frame called "Delta Green" in a somewhat-obscure-yet-much-buzzed-about COC fanzine (Unspeakable Oath, and DG was something COC players were whispering about even if they hadn't seen the UO issues detailing it), and yeah, you may be on to something: not a lot of air left in the room for Dark Conspiracy to breathe. SR covered fantasy cyberpunk and COC-CN covered contemporary-era Lovecraft (with DG to bring the paranoia).

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    3. I'm not sure Shadowrun would have been much of a competitor at release; although the game blended cyberpunk and fantasy, FASA didn't start leaning into the eldritch horrir aspect until the mid-90s, a couple of years after Dark Conspiracy's release.

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  2. It probably didn't help that Vampire:The Masquerade was released in 1991 and sucked all the air out of the room for horror players. (no comment on the quality of the rules; but I believe it was surpassing D&D sales when it was released.)

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    1. While largely forgotten today, Nightlife came out even earlier in 1990, and did a punk (rather than goth) version of WoD that was far more comprehensive than White Wolf's was until the first four or five core games came out. Between the two of them and Call of Cthulhu and Chill (which was relaunching under Mayfair in 1990) and teh 1987 Beyond the Supernatural game the horror market was overflowing in the early 90s - and there was more coming later in the decade.

      None of them (or Shadowrun) cover quite the same kind of world that DC did, but they were still serious competition and GDW was struggling to sell people on their house rules system.

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    2. Not for me. I never cared for V:tM. I never understood the appeal, though I can't ignore the impact the game made.

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  3. One of the things I love about late-'80s-'90s-era GDW games is that they (specifically the 1st edition of T2K, MegaTraveller, and the House System; perhaps even Space 1889 should be included here) is that they were built from the ground up with vehicle operations in mind. They're still among the best games around when tactical vehicle operations are important to the story (and I don't know if that's true of the recent iterations of T2K, so I'll leave that evaluation to others). Which is great for the sort of military SF games that the Rebellion or the New Era might have encouraged (but only rarely did in practice; frankly, one of the biggest weaknesses of the Rebellion was that the company never quite figured out how to make it meaningful at actual gaming tables, even if they finally moved in that direction with supplements like Hard Times) or military ops scenarios implied by T2K and Merc2K (and, strangely, I think it was also weirdly appropriate for Cadillacs and Dinosaurs), but seems superfluous for more personal-scale games like the sort of horror that DC was going for. Not that GDW didn't give it a solid go, both with DC and the T2K/Merc2K supplement Twilight Nightmares.

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  4. I was pretty burned out on GDW's rule systems by the time this came out, but still bought the core book and played in a friend's game for almost a year. Also played Minion Hunter (the board game) a few times, but it never had the same charm older GDW wargames had for me.

    GDW certainly didn't stint on supporting the game, and I recall it being pretty well-received locally, with somewhat more mixed opinions from reviewers.

    That said, their financial issues were showing very clearly by 1993, when they were dealing with the Dangerous Journeys debacle and chose to shut down DC in favor of launching Traveller New Era as one last attempt to turn things around - and we all know how that worked out.

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  5. Somewhat unrelated, but has anyone played (or even seen) the post-GDW editions? I recall seeing some of the second edition from Dynasty in stores once, but never even heard mention of the third one (in pdf from 3 Hombres) outside of the wiki page.

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  6. I think I only played Twilight 2000 once, and Traveller once or twice, but I was in a Dark Conspiracy game in the early 90s that must have made it a dozen sessions. The character creation and tactical rules were probably too much for a horror game, but it allowed for a detailed character background that really gave the campaign some depth. The setting was great, and while the system led to early sessions where we were kitted out with military equipment like no game I've ever played, once we engaged with the monsters all that preparation was revealed as useless and we were terrified. And that terror and the underlying mysteries of the game drove things forward. I can't remember if we had a proper end to the campaign or it just petered out as schedules changed, but it was a good game while it lasted.

    Also, a more lasting legacy was the board game Minion Hunter based on the game. It was a cooperative game with a central big conspiracy that all players are trying to stop, and was ahead of its time. Definitely worth picking up if you can find a copy.

    My eventual disappointment with the X-Files was in part that it didn't progress like Dark Conspiracy. I always thought the central alien conspiracy would be revealed to be connected to the monster of the week episodes, and that was kind of how DC worked. But instead the writers of that show had no coherent idea about the central conspiracy and the MOTW episodes were just that.

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  7. I think I only played Twilight 2000 once, and Traveller once or twice, but I was in a Dark Conspiracy game in the early 90s that must have made it a dozen sessions. The character creation and tactical rules were probably too much for a horror game, but it allowed for a detailed character background that really gave the campaign some depth. The setting was great, and while the system led to early sessions where we were kitted out with military equipment like no game I've ever played, once we engaged with the monsters all that preparation was revealed as useless and we were terrified. And that terror and the underlying mysteries of the game drove things forward. I can't remember if we had a proper end to the campaign or it just petered out as schedules changed, but it was a good game while it lasted.

    Also, a more lasting legacy was the board game Minion Hunter based on the game. It was a cooperative game with a central big conspiracy that all players are trying to stop, and was ahead of its time. Definitely worth picking up if you can find a copy.

    My eventual disappointment with the X-Files was in part that it didn't progress like Dark Conspiracy. I always thought the central alien conspiracy would be revealed to be connected to the monster of the week episodes, and that was kind of how DC worked. But instead the writers of that show had no coherent idea about the central conspiracy and the MOTW episodes were just that.

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    1. Military equipment + Supernatural creatures usually means a high rate of casualties (among PCs, I mean) and therefore complex character creations will be a flaw, more than asset... unless the DM starts to fudge results to keep the PCs alive... which then makes detailed tactical mechanics a flaw, more than an asset..

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    2. The way it worked out is that it felt like it was only our extreme preparation that kept us alive at all. And really, unless it's a one-shot convention game, if you're going to play a TTRPG with a horror element, you do need to bend the survivability a bit to keep the campaign going. My original character did die, which gave me a chance to play a secondary character in the same group.

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  8. Call of Cthulhu, with a few tweaks here and there, did it easier and better. When the first edition of Delta Green came out in 1995, then you had your game.

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  9. Oh, I read the cover off Dark Conspiracy when it came out. Sadly no one in my circle of nerds wanted to try it out, it was either D&D or V:tM. Ah well.

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  10. One of my favorite games of the '90s, at least for setting. The system works great in T:2000, which we also played. Sort of in TNE.

    But PCs are 2-4x tougher than NPCs, unfixably unless you want to give NPCs hit locations. Stats in the d10 system are of little use.

    Some of this was fixed in the d20 (not wotc) update, which at least made stats & skills even, but now you succeed at most things.

    I ended up mostly stealing parts for my continuing Kult 1st Ed game, which is another horror game that stomped on the competition.

    2nd Ed standardizes the d20 system, and cleaned up some chargen, IIRC. 3rd Ed had cheap basic versions, and more complete advanced versions, which split the few players.

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    1. "but now you succeed at most things"

      That is not a bad thing, of course.

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