Showing posts with label metagaming. Show all posts
Showing posts with label metagaming. Show all posts

Tuesday, June 8, 2021

Different Worlds: Issue #18

Issue #18 (January 1982) features a very striking cover by Kevin C. Ellis, which presages the issue's heavy science fictional content. The first example of this content is Paul Montgomery Crabaugh's "Swords on Deck." It's a very short article focusing on melee combat in Traveller, offering expanded rules for archaic weapons like swords and animal attacks. A second Traveller article immediately follows, "Changes for Trillion Credit Squadron" by Doug Houseman. Houseman reflects on the first year of GDW's Trillion Credit Squadron convention tournaments and makes some suggestions on how its rules could be changed in light of what he has observed. 

More science fiction content follows, in the form of another article by Crabaugh, this one for Heritage's Star Trek: Adventure Gaming in the Final Frontier. His article, called "Beyond the Final Frontier," provides seven pages of new and expanded rules for use with the game. It's a very good article, filled with many good ideas. Within a year, though, FASA would produce its own Star Trek roleplaying game and Heritage's version would become a forgotten relic of the early days of the hobby. John Sapienza follows up Crabaugh with an in-depth study of the Star Trek miniatures available from Citadel. 

Sapienza is the author of a second article, "Is It Magic? What Does It Do?" This is a D&D variant on how to handle the detect magic spell. As with many such variants, what Sapienza offers is more detail and complexity through the use of a series of random tables. I have mixed feelings about such variants. On the one hand, I recognize that some campaigns genuinely benefit from such elaboration; on the other hand, I've personally found the opposite to be the case. Henry J. Padilla's "Starfreighter Athena" presents a well-armed merchant vessel for use with Traveller, including a set of deckplans. Mart Connel's "Fast Towns" harnesses the idea of chronographs – graphic representations of how long it takes to travel between points on a map – to aid the referee in quickly generating towns for use in a fantasy roleplaying game. An interesting idea! Meanwhile, Patrick Amory's "How to Design Cities" looks to history and geography as a guide toward its titular purpose.

 "The Tale of the Jolly Soldier" by Ken Rolston is a lengthy, non-Gloranthan scenario for use with RuneQuest. Greg Stafford reviews the infamous Fantasy Wargaming under the title "Another Editorial Blunder." Its a lengthy – and brutal – review and deservedly so, I think. That said, Fantasy Wargaming remains one of those objectively awful RPGs with which I nevertheless retain a weird fascination and even fondness. The majority of this issue's other reviews are science fictional, most focused on Traveller, like Ordeal by Eshaar, High Passage, Simba Safari, and Action Aboard. It's a reminder of just how significant Traveller once was in the RPG world that so many products could be published to support it. 

Gigi D'Arn's column includes a report about the ongoing legal disputes between Metagaming's Howard Thompson and Steve Jackson. This is something of which I was not aware at the time, so I find these contemporary accounts intriguing. D'Arn also notes that, when the economy is bad, sales of games tend to rise, as people stop traveling and instead stay home to do things with close friends and family. Consequently, she predicts that 1982 will be a good year for the hobby. 

Given my science fictional predilections, I really enjoyed issue #18 of Different Worlds. Even so, I also think this is one of the best issues published to date, filled with plenty of good and useful articles. I hope it presages more to come.

Thursday, February 25, 2021

The Emperor is Dead!

(Before your eyes glaze over: this post includes a fair bit of Tékumel talk, but it is not, strictly speaking, about Tékumel. Rather, Tékumel is being used as an example for my musings about a larger topic of interest, I hope, to players and referees of any RPG.)

Victor Raymond recently reminded me of an article that appeared in issue #6 of The Space Gamer (June/July 1976), approximately a year after the release of TSR's Empire of the Petal Throne – which is important, as you'll see. The issue contains an article written by Robert L. Large, Jr., in which he presents a report of a major event from his home EPT campaign, namely the death, at the age of 73, of the Seal Emperor of Tsolyánu, Hirkáne Tlakotáni. The report dwells not on the death of the God-Emperor but rather on the Kólumejàlim, "the Choosing of the Emperor," a ritual by which all the deceased emperor's children, both acknowledged and unacknowledged, contend with one another before the eyes of the Omnipotent Azure Legion to determine which of them will ascend the Petal Throne (while those who lose are ritually sacrificed to prevent the possibility of attempted usurpation and/or civil war). 

It should be noted that, at the time this article appeared, no such event had occurred on "Tékumel Prime," the version of Tékumel that Professor Barker presented to his players. (Hirkáne did eventually die in Barker's campaign but much later and under very different circumstances.) It's also worth noting that there were only three Tékumel sources available when Large's article appeared: Empire of the Petal Throne, War of Wizards, and a single article in the pages of The Strategic Review. Despite this, it's clear that Large had not only made Tékumel his own by extrapolating based on what he had read about the setting in those limited sources but also by introducing elements that made sense to him. He didn't hesitate or worry that he might do something differently than Professor Barker did. In short, he behaved as any good referee ought.

Large's account of the Kólumejàlim suggests that he actually played it out, allowing his players to take the roles of the various claimants to the Petal Throne. For example, the first part of the trials involved an arena duel, which Large notes was handled by means of FGU's Gladiators. Likewise, magical duels were handled by means of War of Wizards. Reading the article, two things struck me. The first is that Large involved his players in determining the outcome of this important campaign event, not as their player characters but as Imperial princes. The second is that the outcome itself was an unexpected one, owing no doubt to a combination of player action and dice rolls

Upon completing the article, I knew that, when the time comes for similar events to occur in my House of Worms campaign, I will involve the players too. A big reason why is the possibility of an unexpected result, one I'd never choose on my own. In Large's campaign, the ultimate winner of the contest between heirs was Princess Ma'ín, who has been described as spoiled and whimsical – hardly likely to emerge victorious in a real power struggle. And yet, in Large's campaign, she did and he describes how it came to pass. It's terrific stuff, all the more so because it seems as if the outcome was not predetermined or based on his own wishes. That's how it should be, in my opinion.

As a referee, I have certain predilections and tics that, absent other ideas, tend to impel me toward certain things. I love over-complicated intrigue, with factions fighting in the shadows. I also love magic, mystery, and secrets, which is why so many of my campaigns feature these elements, sometimes to their detriment. Left purely to my own devices, I will almost always develop my campaign in ways that highlight these things. There's nothing wrong with that, of course, especially if the players enjoy it. But, as I get older, I have become more and more convinced that, if one's goal is a long lasting campaign, it's vital that there be surprises and turns that no one, not even the referee, can predict. 

This is part of my renewed interest in wargames and conflict simulations. I remember, back in high school, being obsessed with learning more about "the Game" that GDW used to create the future history that connected Twilight: 2000 and Traveller: 2300. The notion that a game company had conducted a giant, free-form wargame/simulation to help them establish three hundred years of history was so incredibly compelling to me, not least because that future wasn't an obviously predictable one. Whatever flaws Traveller: 2300 had, I appreciated the way that its setting didn't fully embrace expectations, with its diminished USA and Russia and ascendant French Empire, for example. That's precisely the kind of unexpected turns I want in my campaigns too.

I have heard that the war between Tsolyánu and Yán Kór on Tékumel was intended, at least in part, as a way for miniatures gamers to get involved with the setting. Professor Barker was himself an avid player of miniatures wargaming and he fought many battles of this war against his players. Unfortunately, he didn't seem to have allowed the results of those battles to have become canonical in his campaign, opting instead merely to take those elements of them he most liked. I can certainly understand why he might have done this, but, for me, the whole point of gaming out a crucial battle in the context of a campaign is to take its outcome somewhat out of my hands. I know I harp in this a lot but that's only because it's true: the referee is also a player and, as a player, he's as entitled to surprises as his players.

This is why I continue to seek new ways to "automate" campaign events or at least lessen the amount of impact my own preferences have on their outcome. I want my campaign worlds to live and grow somewhat of their own accord and much of the joy I get as a referee is in watching the players interact with the situations and NPCs I've created in unexpected ways. Few people enjoy knowing the ending of a story before they read it. Why should RPG campaigns be any different?

Friday, September 11, 2020

Interview: Steve Jackson


2019 saw the re-release of the classic fantasy roleplaying game The Fantasy Trip after thirty-six years. Its designer, Steve Jackson, was kind enough to answer a series of questions I put to him about his designs, his involvement in the hobby, and the future of The Fantasy Trip, now that it is in print once again.

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

I first played when I was in college – a game of D&D. One game. But a couple years later I got involved in a Traveller campaign.

2. When did you decide to pursue a career in game design?

I’m not sure exactly – it came on me gradually – but it would have been after Ogre, in 1978 or so.

3. Do you mean that, when you first started working at Metagaming, you hadn't yet decided to take up game design as a career?

I was not an employee – I was working as a freelancer – but no, I didn’t think of it as a career at first. It was just an interesting thing to do, since I was a gamer.

4. You developed Monsters! Monsters! while at Metagaming, which was designed by Ken St. Andre, What do you remember about this project? Were you already familiar with Tunnels & Trolls at the time?

I had seen T&T but had not played it, if I recall correctly. I remember that the development work was fun; I remember thinking that if creatures had a Move stat there should be a movement system. I liked the concept of the monsters coming out of the dungeon to get even.

5. One of your most well known early designs is Ogre, a game that was a favorite of mine as a younger person. I recall that Keith Laumer's Bolo stories were its literary inspiration. Is that correct?

That was my very first design, and yes, the Bolo stories, and Colin Kapp’s “Gottlos," are in the acknowledgements for the game. My Ogres probably look more like Bolos, but they act more like Gottlos. I could say more but I don’t want to spoil Gottlos, which, if your readers can find it, they would enjoy.

6. Melee began at least partly as a response to your dissatisfaction with the combat system in Dungeons & Dragons. What deficiencies in particular did you wish to correct and were you satisfied with the results?

D&D combat just wasn’t tactical at all. Anybody could attack anybody; nobody could hide behind anybody or anything; thieves could backstab without regard to where backs might be, and so on. I was fairly satisfied. I continue to tweak it, though more for quick play than any sort of “accuracy.” It’s not supposed to be a detailed simulation; it’s for people who need some positional cues to enjoy the fantasy.

6. Did Wizard have a similar origin story?

Wizard grew out of Melee. The combat system wanted a magic system, and it got one.

7. With the publication of In the Labyrinth in 1980, you had written everything that was needed for a complete fantasy roleplaying game, which became known as The Fantasy Trip. I've always wondered about the origin of the name. How did it come about?

The Fantasy Trip name was Howard Thompson’s idea.

8. Among the things for which The Fantasy Trip is known are its programmed adventures. Where did the idea for this come from?

I think Tunnels & Trolls was the first game to do programmed adventures. And they’re still doing them!

9. The setting of The Fantasy Trip is Cidri, an immense world created by a superhuman race called the Mnoren and filled with gates leading to other times and places. Was there a literary antecedent for this kind of setting? What did you hope to achieve by presenting this rather than a more conventional fantasy setting?

The big reason for doing Cidri that way was to allow for everyone’s worlds to be included.  There’s room for everything. The scope is reminiscent of Niven’s Ringworld, but this is not a ringworld. I don’t say what it is.

10. When you re-acquired the rights to The Fantasy Trip and prepared to make it available again for the first time in decades, were there aspects of the game you knew you wanted to change? What were they?

I knew in particular that I wanted to modify the system for experience gained through character points, because, with several campaigns having run continually for over 30 years, it was clear that after enough advancement all characters became very similar and almost unstoppable. Whether the new system puts the numbers in the right place is a thing we will have to wait and see, but it’s now possible to gain a lot of spells and skills without having an Einstein, never-miss-a-roll level of IQ, and that’s important.

11. Were you surprised by the immensely positive response to the re-release of the game?

A little surprised and very gratified, yes! I knew that there were people out there waiting for it. I didn’t realize how many. And there has also been uptake of new players.

12. What were your thoughts on seeing one of your earliest RPG designs becoming available to the public once more?

Most of them were thoughts like “Woo hoo!”

13. The new edition of the Fantasy Trip has been available for a little over a year now and there have been multiple expansions released for it, including adventures and the Hexagram zine. What's next for the game? Do you have any plans to write something yourself?

We have several things coming out in the last part of 2020, and a lot scheduled for 2021 – you picked a good time to ask, because recently Phil and I reviewed the schedule.

2020 - Hexagram 5 will ship and Hexagram 6 will go to press for early 2021 release. We are doing a large (36” square) playmat for each issue. You don’t have to buy them, of course, but they will be available. And pretty!

The colored megahex tiles will ship - they may be in Warehouse 23 as you read this. There are three colors - rock, earth, and grass - and there are a lot of tiles in each set.

Ardonirane, a city book by David Pulver, will ship.

Old School Monsters, a bestiary of traditional fantasy-game creatures, will go to press. This will include both cards and counters for the monsters.

The Fantasy Trip Adventures 2, a collection of five 12-page adventures, will go to press. This will include counters for the monsters.

And there are some cool little things like the “Compass Rose” and a puzzle of the Soothsayer Octopus cover from Decks of Destiny.

2021 - We will ship Hexagram 6, certainly 7, probably 8, probably not 9. Schedule on the zine is deliberately loose; it depends both on when we need a release and on how much  material we get. We may or may not do playmats; it depends entirely on what winds up in the zine.

Old School Monsters and The Fantasy Trip Adventures 2 will ship.

We will complete and ship the big “Bestiary” book late in the year. It will include counters and monster cards.

We will ship at least one long solo adventure, and maybe two or even three if they all move smoothly through testing.

We will ship The T’Reo School, which is like a citybook, but describes a college of martial wizardry.

We will ship a whole batch of super-short adventures – the working title is MicroQuests.

We may release miniatures; we may release miniature terrain. That is a big decision. A survey about that is coming very soon as I type this.

You asked about my own writing. At the moment I am acting as TFT line editor, so everything passes through my hands. This does not leave me time to write anything long, but I create short material as the spirit moves me – I have three articles in Hexagram 5. That’s actually more articles than I like to publish by any one person in a single issue, but they were ready and they fit and they were all very different. (Having said that, there is one tentative 2021 or 2022 project with my name on it, but though it’s big, it’s made up of lots of small parts, and I might be able to handle that. We’ll just have to see.)

Wednesday, January 12, 2011

Retrospective: Ogre

Initially released in 1977 as the first of Metagaming's micro-games, Ogre followed its creator, Steve Jackson, when he founded his own game company in the early 80s. The cover to the left is therefore not the original one but that of the 1982 SJG edition, which first introduced me to this fun, fast little wargame of high-tech armored warfare. The game takes place in the late 21st century when super-states such as the North American Combine and the Pan-European Federation vie for world supremacy through the use of gigantic, artificially intelligent tanks nicknamed "ogres" and powerful enough to take on many other "ordinary" units and emerge victorious.

Ogre is a fairly simple game in principle, with short, straightforward rules. Its simplicity is deceiving, though, and clever players will find plenty of opportunities to demonstrate their tactical creativity. In most battles, one side is composed of a single ogre -- they really are that powerful -- and the other side is composed of a mix of conventional vehicles, artillery, and troops, each of which has strengths and weaknesses compared to other units. The player with multiple units has, in my experience anyway, the more difficult job, as he has to determine the right mix to take down the ogre. And there's no perfect mix of units, since a number of factors, some specific to individual scenarios and others specific to individual players, alter the complexion of the game. The result is a game that has a lot of replay value, especially if you have a good pool of players to square off against.

Like Car Wars, Ogre was a favorite of my friends and myself. A single game can be played in a short period of time (around 30 minutes or so, though some scenarios could last longer), which made it perfect for those times when we were waiting for someone to arrive before one of our RPG sessions. It was fun to watch too and everyone had their own opinions regarding the "best" tactics to use. I think that's what made the game so much fun: there was no sure-fire way to win, but that didn't stop everyone I've ever known declaring that they'd figured out the "secret" to Ogre. For example, I know several gamers who claim that there's no way the ogre player can win, while several others claim just the opposite. I'm no great tactician myself, so I can't say with certainty whose claims are right and whose are wrong. I can only say that Ogre is one of those rare games that really is different every time you play it, depending on the scenario and the person against whom you play.

I still have a copy of the game somewhere, along with a couple of its supplements. Though I liked the supplements at the time, I found, like a lot of supplements to games, that they had the tendency to undermine certain aspects of the original game's elegance. That's why, if I were ever to play Ogre again, I'd play it using only the initial pocket box and forget the supplements. The original game remains a classic in my opinion and it's well worth playing, if you ever get the chance to do so. There are rumors of a new edition in the works at Steve Jackson Games and I hope that's true. Assuming it's not produced as a ridiculously overpriced "deluxe" edition, I know I'll be grabbing a copy.

Saturday, March 13, 2010

Requiem for a Golden Age

Reader Mike Stewart pointed me toward an editorial printed in issue 6 of Interplay: The Metagamer Dialogues, a bimonthly periodical published by Metagaming Concepts, a now-defunct game company perhaps most famous for having produced many of Steve Jackson's early game designs, including The Fantasy Trip. The editorial was penned by Metagaming's owner, Howard Thompson, who was one of the more colorful figures in the early history of the hobby, known for his strong and often contrarian opinions. Entitled "Requiem for a Golden Age," it's a lament for the passing of what Thompson considered the best days of the hobby.

It's an interesting editorial to me, not because I agree with its entirety -- I don't -- but because of its date: March/April 1982. One of the regular complaints about the old school movement is that it presents a revisionist view of history, one tainted by nostalgia. This Thompson editorial calls that particular complaint somewhat into question, as he's writing this not in 2010 looking back but in 1982, at exactly the time I consider to be the last years of the Golden Age. Moreover, Thompson wasn't the publisher of D&D and yet he nevertheless saw 1982 as a signal year for the hobby, thus at least partially answering another common complaint, namely that most old school histories of the hobby are too D&D-centric. None of this is to deny that Thompson's editorial is more than a little hysterical. I'm willing to forgive that, though, because he's clearly writing from the heart, reacting emotionally to a change that must have been obvious to him and others in 1982 -- a change that's even more apparent in retrospect.

Anyway, here's the entirety of the editorial. Read and enjoy. Also, play nice in the comments. I suspect that this post will generate a lot of spirited conversation and that's all to the good. But that's no excuse for incivility or opprobriousness, neither of which I'll tolerate here.

The development of adventure gaming has gone to new paths in the last few years. A Golden Age has passed, never to exist again. Gone are the days when D&D was a novelty enjoyed by a few hardy souls who could figure out a game to play from those initial, oh so disjointed rules. Gone are the halcyon days of SPI, when you got a steady diet of serious history, covering every conceivable conflict. Gone are the days when game companies were more concerned about the quality of their game's play than anything else.


What we have now in adventure gaming is the Age of Consumerism. I know it has arrived. The word was brought to me by a fellow who sells games in a store. The word went something like this: "The other day there were two mothers in the store bragging about what level D&D character their sons were". It sent chills down my spine. With that story I knew that adventure gaming had arrived at the pinnacle of our Consumerist culture. In our culture a product is "in" when people buy it only because everyone else is buying. You've got it made when that happens. Quality no longer matters, only name recognition has any relevance at that point. For a business that's the Holy Grail. Your product becomes divorced from any concept of quality, utility or value. It may even be desirable for the product to have NO quality, since it would only confuse the vacuous mentality of the consumer buyer. Having arrived, adventure gaming will willy-nilly sweep a few products along with it to commercial success. The mass of creative and imaginative effort put forth by the numerous small game firms will be still born in an echo of non-recognition. The steady diet of 'new' that the core gamer likes will be gone, along with the few stores that specialized in our kind of games. All that will be available will be a sprinkling of new items carefully tailored for the mass market Consumer.


REGRETS

Some will see this view as some sort of sour grapes, i.e. Metagaming is miffed that we did not get the prize. That's not true, Metagaming will be a profitable survivor. My regrets are for the passing of something worthwhile, a thing of value. For a few years in the 70s there existed a desire for and acceptance of a mental and social activity unperverted by Consumerist traits. It grew from game players, those who enjoyed the gift Charles Roberts gave us. It flourished in Jim Dunnigan's desire to publish realistic simulations. It sprang from Dave Arneson, who gave us role-playing. Those new to gaming will never know the spirit, the feel of what has passed. A Golden Age is gone and you missed it. All I can say is we had a wonderful time, wish you'd been there. If I could put my finger on a simple explanation of the change that has come it would be this. Those early gamers were leaders. The current crop of gamers, ever far more numerous, are mostly followers. The other major factor was a poor kid named Egbert. His tragic story propelled D&D into consumer awareness. The Lemming consumer mind then just had to buy what had been associated with such tragedy.


Consumerism is the state of mind that has to buy products that are the focus of attention. It's the 'Me too' people who apparently I by have no values, beliefs or worth beyond the products they own. By their possessions you will know them. Consumerism arises from two human motivations, the desire for attention and greed. In our country Consumerism has risen to dizzy, unbelievable heights of power. One would almost fear that it may become a genetic trait of our population. Nothing stands in its path, all are subverted. If you doubt the powers of consumerism you haven't heard about the Italian priest selling, no joke, Jesus Jeans. Consumerism destroyed a thing that I and many others valued. It has made adventure gaming just another product to be bought by the unknowing, uncaring, masses. There is a little of Egbert in all true gamers. A little loner, a little brilliance, a little surprise at the enjoyment gaming brought. For one I'd rather have those fewer dollars and have Egbert alive to work out his full life.


It must be hard to rest easy knowing your success was born in personal tragedy. It places a burden of responsibility on you that's hard to work off. Just how do you run a business with that in the back of your mind? If you're a Consumerist I guess you just never think about it. Those of us who've gamed for several years have witnessed the passing of an age. That time and feeling will never be again. I feel a sense of loss for what was. I also feel a resentment against the destructive power of consumerism to level something that was special to me. Hopefully, something of the old age and spirit will survive. If it does it will have to divorce itself from the Consumer branch of gaming. Metagaming will try to hold a place for the old ways. There will be others.


(Fade out to theme from Camelot)

Wednesday, December 23, 2009

Retrospective: The Fantasy Trip

I never saw the original books, Melee and Wizard, that made up Metagaming's foray into the field of fantasy RPGs. They were released in 1977 and 1978, respectively, a couple of years before I entered the hobby, and they were no longer on store shelves by the time I took notice of games other than D&D. But their successors, Advanced Melee and Advanced Wizard (along with In the Labyrinth, the GM's book), were and it's through them that I encountered The Fantasy Trip.

Written by Steve Jackson and published in 1980, it's probably no surprise to note that TFT is a proto-GURPS, for good and for ill. Characters possess the same for stats (Strength, Dexterity, Health, and IQ), for example, with both DX and IQ being inordinately useful. There were differences, of course. Although not strictly a class-based game, characters were either "wizards" or "warriors," with spells being the specialty of the former and skills (called "talents") being the specialty of the latter. A character could learn the abilities of the other type but at increased cost, something GURPS doesn't do. Consequently, TFT retains a more strongly archetypal feel to it, in line with most of the game designs of its era. Unlike GURPS, there are no advantages or disadvantages, which also means that the mechanical differentiation between characters is much more limited than its descendant.

Combat received the most detail, as one would expect. Movement was hex-based and had a very strong miniatures wargame feel to it. Indeed, the original releases of Melee and Wizard feel more like simple wargames than RPGs, which is understandable, given Metagaming's focus on wargames. Still, it was no less possible to roleplay with them than it was with OD&D, although Melee and Wizard did include a lot less "supporting" material to enable this, leaving the referee to make up a lot for himself. This changed in the 1980 releases, which greatly expanded the scope -- and rules -- of the game. There was even a very sketchy setting included that bears some resemblance to Yrth from GURPS Fantasy, right down to the inclusion of real world religions into otherwise imaginary setting. Clearly, Steve Jackson is not a man to let go of an idea.

I never extensively played TFT back in the day. I already had D&D and wasn't really ever in the market for another fantasy RPG. Like DragonQuest, TFT was, at best, a momentary flirtation and a very momentary one at that. It wasn't until fairly recently that I even thought about the game again, having encountered a small but thriving community of support for it. Steve Jackson, as I understand it, tried for years -- unsuccessfully -- to regain the rights to TFT from Howard Thompson. GURPS, which began its life as a one-to-one combat simulation called Man to Man, is clearly Jackson's attempt to recreate The Fantasy Trip and build upon its initial concept. Despite at least two attempts, I've never been able to get into GURPS. I find its tendency toward comprehensiveness off-putting, even if the underlying mechanics of the game are quite sound.

On the other hand, The Fantasy Trip does hold some appeal for me, if only as a matter of historical curiosity. In both its original and 1980 incarnations, it's a fairly simple and straightforward game, without all the additional wrinkles and complexities of GURPS that drive me to distraction. There are, I am told, a couple of retro-clones of TFT, although I haven't had the chance to look at them. There's definitely a niche for a simple, skill-based fantasy RPG ruleset that's easy to house rule and, at its best, that's what The Fantasy Trip was.

Monday, July 6, 2009

Howard Thompson

In the comments to my recent interview with Kevin Hendryx, there was a request for more information about Howard Thompson of Metagaming. Mr Hendryx passed along the following for those interested in such matters:
Howard Thompson still lives in the Central Texas area -- I've forgotten exactly where, I want to say Georgetown or another small town within Austin's outer orbit. He went back to state employment after Metagaming and is now retired. He is active in a local atheists group and occasionally pops up in the newspapers in his role as spokesman -- I've seen a photo in the past few years and some letters to the editor from him in the newspaper. He seems to have put Metagaming far behind him -- he's never been in touch with me since 1983 and doesn't seem active in any gaming scene I'm aware of.