Showing posts with label crompton. Show all posts
Showing posts with label crompton. Show all posts

Wednesday, September 22, 2021

Retrospective: Casino Galactica

When it came to "adventures among the stars" science fiction roleplaying games, Traveller was my preference. Consequently, FGU's Space Opera was merely a game of which I was aware but whose unique pleasures I did not appreciate until many years after the fact. This was partly the result of not knowing anyone who owned, let alone played, the game, as well as the fact that, for whatever reason, the hobby shops and bookstores I frequented never seemed to stock Space Opera products. Looking back on it, this strikes me as odd, since there were actually a large number of these products – not as many as Traveller but more than, say, Star Frontiers

Today, I think the Space Atlas series tends to get a great deal more attention and perhaps understandably so, since it's in these volumes that we get a sense of the wider "kitchen sink" setting of Space Opera. Yet, FGU also published a fair selection of adventures for use with the game and some of these are well worth examining, starting with Casino Galactica, published in 1984.

Written by Steven B. Todd (of "Gnome Mountain Workshops," a would-be third party publisher of Space Opera support material under license from FGU) and illustrated by Steven S. Crompton, Casinto Galactica is billed as an "adventure setting & scenarios" on its front cover. That's a good description of its contents, as we'll see. The bulk of the book consists of an extensive description of the eponymous Casino Galactica, a luxury resort hotel on Arcturus VI established by Cosmo Filroy, a wealthy man with a mysterious – and possibly criminal – background. It's a decidedly clichéd set-up for a location, but clichés are Space Opera's bread and butter. I don't mean that as a criticism. Clichés persist because they're useful and fun; one of the genuine joys of Space Opera, in my opinion, is the way it leverages pulp SF clichés to present lively, if not necessarily coherent, settings and situations for roleplaying.

Casino Galactica is divided into several sections, the first of which focuses on "personalities," which is to say, important NPCs. Each NPC is given game statistics, as well as a background and suggestions for using them in an adventure. Accompanying many are illustrations by Crompton. The NPCs run the gamut from Filroy himself to the staff of the casino to notable guests. As one might expect, many of the NPCs have hidden agendas and goals, with some being agents of governments both foreign and domestic. The book also includes maps of the casino and its environs, along with keys of the same. Much like the NPC descriptions, some of these include suggestions for their use in an adventure. This being a casino, the book discusses the various types of gambling that take place here, along with rules on how to use them in the game. There's also a series of random encounter tables, for use with the NPCs descriptions. Likewise, the flora and fauna of Arcturus VI (with illustrations) get write-ups, completing the description of the planet on which the casino is located. 

The final section of the book outlines a series of six scenarios set in and around the casino. I use the verb "outlines" advisedly, since none of these scenarios consist of no more than three or four short paragraphs presenting a skeleton of an adventure. If you're expecting fully fleshed out, ready to run scenarios, you'll be disappointed. On the other hand, if you're simply looking for a few hooks on which to hang your own ideas, they're not bad – nothing amazing, mind you, but enough to get the referee started if he's in need of a quick adventure to drop into an ongoing campaign.

I really like RPG supplements like Casino Galactica. They're reflective of an approach to refereeing that largely matches my own. I prefer to be given lots of "raw materials" from which to craft my own adventures. Give me lots of NPCs, maps, and hooks rather than a highly structured scenario anytime. Of course, I rarely use any published adventure as-is, so perhaps I'm biased. Nevertheless, I can't help but feel positively toward a book like Casino Galactica, which is both gleeful in its use of pulp SF tropes and very flexible in the hands of a confident referee. It's not for everyone, but what is?

Thursday, August 12, 2021

Flying Buffalo News

Since the middle of June, I'd been hearing rumors that Flying Buffalo, the oldest still-extant RPG publisher, had been sold to someone, but no one had any details on who that someone might be. The Internet being what it is, all sorts of fanciful theories were put forward, the most plausible one in my opinion being Goodman Games, which had a longstanding relationship with Flying Buffalo as a result of its reprints of the beloved Grimtooth's Traps books. 

In due course, Steve Crompton, manager of Flying Buffalo, confirmed the rumors but was tight-lipped about FB's new owner. This was frustrating, though understandable, given the way business acquisitions work. However, if you visit the website of Flying Buffalo, you will see that it not only looks quite different than it used to, but that it's also very spare. A single long on the homepage leads to a press release that identifies the company's new owners as Webbed Sphere, Inc. of Corbin, Kentucky, USA. Self-described in the release as "a management and holding company for numerous ventures, including online retailer Troll and Toad, home decor brands Darware, Decorae, and AuldHome; game and toy publisher Toy Vault, and jigsaw publisher Mchezo," it doesn't seem, on first blush, to be an obvious choice as the new publisher of Tunnels & Trolls and other venerable FB game lines, like Nuclear War, but stranger things have happened.

Though not a regular player of T&T, I'm very much a well-wisher and hope that the purchase of Flying Buffalo will not negatively impact it in any way. I've noticed a renewed interest in the game in recent years and the Deluxe Edition of the game (published in 2015) seems to have been well received by fans. I'll certainly be keeping an ear out for additional news. If any readers are more knowledgeable in these matters, I'd anything you have to share on the subject. 

Wednesday, March 3, 2021

Retrospective: Citybook I: Butcher, Baker, Candlestick Maker

When I look back on my own early years in the hobby, I recognized that, by and large, I avoided "generic" roleplaying game supplements, preferring instead to purchase "official" ones. There are exceptions here and there. I regret such brand-based snobbery now, because, among other things, it missed out on a number of genuinely excellent RPG books, such a the Citybook series published by Flying Buffalo. 

Years later, I had the chance to see copies of the series and was quite surprised by how good most of them were, starting with Citybook I: Butcher, Baker, Candlestick Maker. Edited by Larry DiTillio (of Masks of Nyarlathotep fame, among other things), the first volume appeared in 1982 and features twenty-five different places of business – "business" being very broadly defined – to drop into a fantasy city of your choice. The entries are written by a variety of authors, such as DiTillio himself, Liz Danforth, Michael Stackpole, and Steven S. Crompton, and several others unknown to me. Consequently, the entries have varied tone and content, which contributes greatly to its utility, I think, since the referee has plenty of options to suit his own tastes.

The entries are divided into categories, namely lodging and entertainment, personal services, hardware, food services, community services, spiritual services, and security services. Each category includes at least two entries, though some, like personal services, contain quite a few more. The entries all follow a similar format, providing first an overview of the establishment, its important NPCs (starting with its proprietor), its layout (complete with map), and some scenario suggestions. Since the text is nearly 120 pages in length, most entries are three or four pages in length, with some being even longer – more than enough detail to get the referee started in imagining the place in question. In addition to the aforementioned maps, the entries are illustrated (by Danforth, Crompton, and Stephan Peregrine), depicting not just NPCs but also other aspects of the businesses, such as the goods they offer for sale. 

The entries are consistently quite good, in part, I think, because none of them feel truly generic. For example, the Diamond Spider Tavern is quite different from the Grey Minstrel Inn, reflecting not just the personalities of their owners but also their histories (the Grey Minstrel Inn being haunted, for example). Likewise, Bron Arvo's Armory is quite distinct from Blades by Tor, despite the fact that they're both weapons outfitters of the sort adventurers usually visit. It's a testament to the writers' imaginations that they can make even mundane businesses feel unique and, in many cases, compelling enough to serve as more than places for characters to drop a few coin. As someone who's often struggled with this in my own forays into urban adventuring, I was quite impressed.

Citybook I is still available in electronic form from Flying Buffalo, along with the other entries in the series, of which there were ultimately seven installments. Not having seen any of the others, I can't offer any comments about their quality, but, if they're anywhere near as well done and creative as the ones in Citybook I, that's money well spent. The first entry in the series surprised me with its excellence and made me re-evaluate my opinion of many third party supplements produced during the heyday of the hobby. In future entries in this series, I'll take a greater look at some of them.

Friday, August 28, 2020

Interview: Steve Crompton

For long-time fans of Flying Buffalo gaming products, such as Tunnels & Trolls and Grimtooth's Traps, Steve Crompton needs no introduction. For the benefit of them and others not yet familiar with his decades of work in the RPG world, I present the following interview, to which Mr Crompton very kindly agreed. 

Steve Crompton at the GAMA Expo, March 2020

1. How did you first become involved in the hobby of roleplaying?

I ran into Rick [Loomis] though church while I was still a teenager and he gave me and my sister a couple of solo adventures to play. So I learned to RPG via the solo adventures back in 1979. Before that, I’m not sure I’d really even heard of D&D, let alone T&T.

2. After being given those solo adventures, did you then start to participate in a group? What games did you play?

I think the very first time I ever played an RPG, it was with Rick Loomis and he ran Buffalo Castle as a solo. I don’t think I had gotten though Buffalo Castle without dying, so it was fun to have it run by its creator. It was probably in 1979 or '80. Once I was I working in the store, I would often join in a game if things were slow. The first time I played with Ken St. Andre, it was in Gristlegrim Dungeon and I died in about 15 minutes. I also played in adventures run by Bear Peters, Mike Stackpole and Larry DiTillio, so I’ve been very lucky to have been able to be in adventures run by some of the greats of T&T history! I think most of them killed me at some point! I did have a regular RPG group when we were running our Lejentia Campaign back in the late 80’s and early 90’s

3. How did you come to be employed by Flying Buffalo?

Rick knew I wanted to be a graphic artist and was taking commercial art courses via a high school “working trades” program. (So I think that was a factor for him picking me)  He needed someone to work the Flying Buffalo store and I was polite and a good talker, so he offered me the job as a store clerk which I accepted. Back then, eventually best selling author Michael Stackpole was my store manager!

4. While at Flying Buffalo, you worked on a wide variety of projects, but I suspect you're best known for the illustrations in Grimtooth's Traps, which have a very distinctive style. Did you receive a lot of direction on how to illustrate these books or were they largely of your own invention? What about Grimtooth himself: did you create his appearance or were you given instructions beforehand?

I was working in the store in late 1980 when Liz Danforth (who was Flying Buffalo’s art director at the time) came to me and said that they were developing this book of traps they were going to publish. She knew I had taken drafting classes, so she thought I would be a good match for drawing out the traps they came up with. 

At the time, Grimtooth wasn’t really in the picture, but at some point, either Liz, or perhaps it was Paul O’Connor (Grimtooth's Traps editor) came up with the idea to use Grimtooth as the narrator. Grimtooth was a character that Liz created as a sort of sardonic “mascot” for our Sorcerer’s Apprentice magazine. So, she had already drawn him, and that was my guide for any Grimtooth illustrations I did going forward. My take was more influenced by the thousands of comic books I had read. In the original first edition of Grimtooth’s Traps, I think there are maybe two or three illustrations of him in the whole book, but he was its voice. In later re-printings (once we realized how popular he was with the fans), I added him in to more illustrations and elsewhere in the book. 

For the trap illustrations, I wasn’t really given any specific instructions other than to make the trap match is description. As we went along, though, the text was sometimes changed to match what I had drawn, as I would sometimes add a “twist” to the trap or its location. 

5. Are there any illustrations you did for Flying Buffalo that you're particularly proud of, even after all these years?  

My personal favorite is of Grimtooth’s Airship flying through a storm – that’s a great one. I have a cute illo of Grimtina on a BMX bicycle, but she also has a big gun and an attitude. I also had a lot of fun drawing the Grimtooth comic pages in the Traps Too reprint and Traps Lite

6. Aside from Flying Buffalo, you also did work for GDW and FGU, in each case for science fiction roleplaying games. Do you enjoy sci-fi illustration as much as fantasy?

Certainly I liked the variety of doing different things and trying to take on different styles and approaches to my work to match the genre and tone of a given project. I tended to make those illustrations far less cartoony and more technical in their look. I used a lot of Zipatone screens in the sci-fi art that I rarely used in the fantasy pieces, for example. I tried to give the sci-fi art a sort of futuristic “noir” look.

7. You've produced a lot of artwork outside the RPG industry, primarily in the field of comics. How did you become involved in comics illustration/writing?

Really I was a comic book fan long before role-playing games even existed, so doing comics was in my blood from about the age of 5. I think a lot of my art for Nuclear War and Grimtooth’s Traps really reflect my comic book upbringing. I regularly went to San Diego Comic Con starting in 1988, and it was there I met the publisher of Revolutionary Comics, Todd Loren. He gave me my first break into the comics field and I ended up doing numerous comics for him, Rip Off Press, Kitchen Sink, Mu Press, and many others. My main claim to comic fame is Demi the Demoness. She’s appeared in over 40 comics and I wrote her into my City of the Gods novel and some game books I’ve done.  Ken St. Andre is actually working on a City of the Gods T&T solo adventure and I’m sure Demi will have an appearance there as well. 

8. Do you still have the chance to play RPGs?

Not as often as I like. Sometimes Bear Peters or Ken St. Andre will run something and I’ll join in.  Mostly I play the T&T Phone app, which has 30 solos in it on my phone. I read a lot of gaming books all the time as I am usually editing or even writing parts of them.  So my main RPG exposure nowadays is “on-the-job” so to speak. 

9. You're now the managing director of Flying Buffalo. What does that job entail?

When I first took on that role, we had to do a complete inventory of all our products that we had in stock. This was not something that has been done in many years so it was a big task. My next big task was completing several Kickstarters that had been started while Rick Loomis was alive. That included part of the Nuclear War Kickstarter, the Mercenaries, Spies & Private Eyes Kickstarter and the Elven Lords Kickstarter. We’ve completed two of those and will soon be mailing out the full-color version of Elven Lords to the backer and that will end that one as well.  

My ongoing mission is to promote Flying Buffalo however I can and help let the world and our fans know that the Buffalo is still flying and will continue to do so. In fact, since December we have either printed or released on DriveThruRPG 14 new or reprinted RPG solos, GM adventures, and other books. Seven of them are brand new, and seven of them are enhanced reprints of items that were previously out of print and unavailable on DriveThru. I also do customer service to take care of problems that distributors or customers have with orders or with trying to order things from us. I also have duties related to helping with Rick’s estate settlement and dealing with the Loomis family, various rights holders and other RPG industry friends of Rick who are helping and advising us in various ways. And I work with freelancing and licensees who want to  print T&T books in Spanish, Japanese or German for example. So that’s my job in a nutshell. Its challenging and I love every minute of it. I consider it to be a great honor to be able to help keep Rick’s dream alive and continue to help bring in orders and new products to keep Flying Buffalo a going concern!