Showing posts with label the fantasy trip. Show all posts
Showing posts with label the fantasy trip. Show all posts

Wednesday, February 1, 2023

Retrospective: GURPS

Though I've never been a devoted user of universal roleplaying game systems, I've long been intrigued by the idea of them. My first brush with the concept was probably Basic Role-Playing, which I encountered through the first edition of Call of Cthulhu in 1981. Chaosium used BRP (derived from RuneQuest) as the foundation on which it would build the rulesets of its other roleplaying games, like Stormbringer. Ringworld, and the aforementioned Call of Cthulhu. Hero Games did something similar with the rules of Champions.

For me, the appeal of a universal system lay in the promise of never again having learn new rules just because I wanted to play a new game (or setting). As both a referee and a player, I'm indifferent to rules, except to the extent that I forget them or confuse them with the rules of another game with which I'm also familiar. In general, once I find a ruleset that works well enough for my purposes, I stick with it. This probably explains why I've played so much D&D and Traveller over the years, despite the existence of purportedly "better" systems for fantasy and science fiction: I know these rulesets and they're more than adequate for my purposes.

In my youth, I knew plenty of people who had adapted the rules of Dungeons & Dragons to their favorite genres or settings. This was, I gather, a common practice in the days when there were only a handful of different game systems. Even at the time, this felt odd to me, despite my affection for D&D and my facility with its rules. Nevertheless, I understood the impulse. Why reinvent the wheel? Why did every RPG have to have its own unique – and frequently idiosyncratic – game system? Wouldn't things be easier if you and your fellow players had to learn just one ruleset rather than a new one every time you started a campaign?

So, when I first heard about Steve Jackson's "Great Unnnamed Roleplaying System," I was more than a little intrigued. Though I had never played Jackson's previous RPG, The Fantasy Trip, I knew it was well regarded and, from what I had gathered, the then-upcoming GURPS was designed as a successor to and an expansion of the core concepts behind The Fantasy Trip. Plus, I was a very big fan of Jackson's Ogre and Cars Wars, both of which my friends and I played regularly. By my lights, this pretty much guaranteed that GURPS – or whatever its "real" name would eventually be – would be a winner.

The first publication to carry the GURPS name, Man to Man, was released in the summer of 1985, along with a collection of scenarios entitled Orcslayer. Man to Man was a kind of preview of GURPS, presenting the game's combat system. I never saw a copy of it at the time – indeed I've still never seen one – so its release came and went without much notice from me. By the time the full GURPS Basic Set was published the following year, in 1986, I had largely forgotten about the whole thing, so it too escaped my attention. I'm not entirely sure why this was, though I suspect, given the timing of its release, that I was distracted by other matters. 

When I did finally see a copy of GURPS, it was already on its third edition. This would have been sometime in the late 1980s. The game was no longer sold as a boxed set with multiple booklets but as a single softcover volume. I ordered my copy through the mail, based on an advertisement I'd seen somewhere (Dragon? Challenge?), which reminded me that GURPS did indeed exist and that I'd once been quite interested in the project. I was very happy to receive it, along with a copy of the GURPS Space supplement, since I was then, as I am now, more or a sci-fi fan than a fantasy one.

I was very impressed with GURPS when I first read it. The rules were simple and easy to understand. The presentation was similarly straightforward – a no-nonsense layout with black and white art and informative little sidebars throughout. I loved how modular everything seemed, with skills, advantages, and disadvantages all capable of being added or swapped out, depending on the setting and genre of the campaign you were planning to run. Likewise, the supplementary material, like Space, provided lots of tailored options for the referee to consider. All in all, GURPS exceeded my expectations.

Unfortunately, I never got the chance to play much GURPS in the months immediately after I first bought it. It wasn't until several years later, after I'd graduated from university and moved to my present home, that I rectified this. My local friends had played GURPS extensively, having effectively abandoned all other game systems in its favor for several years beforehand. They thus knew the system's ins and outs and were quite happy to share their thoughts on the matter. By and large, their experiences were positive, but they also recognized that, at least in its third edition – things may have changed in more recent editions – the rules creaked somewhat the farther one got from the power and technological level of medieval fantasy. In short, GURPS had something of a scaling problem, particularly as one moved toward science fiction.

This was disappointing to hear, but it didn't stop me from making use of GURPS several times over the years. Whatever its flaws might be, it was still a simple and convenient way to play campaigns that deviated from those presented in other commercially available RPGs. It was a terrific "toolkit game" and its supplements were often among the most inspiring and best researched I'd ever seen. I continued to support the game for years, despite playing it only sporadically. That's no knock against the game itself so much as an acknowledgment that, despite my appreciation for it and what it tries to do, GURPS never succeeded in joining my list of go-to RPGs. I definitely think there's a place for a game like GURPS, which is much more accessible and user friendly than, say, HERO. That said, I'm much less convinced these days that a one-size-fits-all universal system is even possible, let alone desirable and so GURPS remains on my shelf, unplayed.

Tuesday, June 1, 2021

Different Worlds: Issue #17

Issue #18 of Different Worlds (December 1981) begins with an interesting editorial by Tadashi Ehara. He discusses the need for "careful consideration" in choosing a roleplaying game system if one intends for it to become "a lifetime hobby." Ehara seems to be suggesting that a person might – or even must – choose a single system and then devote oneself fully to it. For that reason, he advocates choosing a system that is "lasting and worthwhile," providing "learning experiences that we can use constructively in our daily lives." I don't disagree in general, though I do find it odd that he doesn't consider the possibility of long-term devotion to multiple systems rather than a single "ultimate set of rules." 

The first article is a RuneQuest solo scenario by Sandy Petersen entitled "Ware Hall." Set in Glorantha, it's presented as a series of short boxed texts found at the bottom of most pages of the issue. The scenario itself is nothing special but I was impressed with its presentation, which is quite clever. Ronald Mark Pehr's "Speed in Melee" is a set of variant rules for Dungeons & Dragons focused on an alternative approach to initiative. I find it difficult to judge articles like this, as I've never cared much about these matters, preferring simpler, if "unrealistic," systems rather than more complex ones.

Paul Montgomery Crabaugh's "For Sale" provides three new fighter craft designs for use with GDW's Traveller. Greg Wilson's "Enuk Manamee" is a gateway cult for RuneQuest describing "the fire god of the tundra nomads." Ronald Mark Pehr appears again, this time offering "The Horseclans Player" for use with The Fantasy Trip. It's a short overview of how to set TFT in the universe of Robert Adams's Horseclans novels. As a fan of the source material, I was glad to see this article, even if it's much too brief. "The Log of the Lively Lady" by Gerald Seypura is an adventure for FGU's Skull & Crossbones – a RPG for which I've rarely ever seen articles published anywhere. 

"Questworld" is a lengthy article by Lynn Willis, Sandy Petersen, and Greg Stafford discussing the creation of a non-Gloranthan setting for use with RuneQuest. Ultimately, this setting would be published in the boxed set of the same name. I've long been intrigued by Questworld, which has long seemed to me to have been a path not taken for RQ. Most interesting to me is the article's mentioning of the fact that continents on Questworld had been set aside for Games Workshop and Judges Guild to use in producing their own adventures and support material. So far as I know, neither publisher ever did anything with Questworld, but then neither did Chaosium beyond the initial boxed set.

Robin Wood's "Conversions in Lead" is another lengthy article, this time discussing how to create non-standard miniatures by modifying existing ones. Like most topics pertaining to miniatures figures, I have a great interest in this one but absolutely no experience with it. Also notable is the article's inclusion of an Ahoggyá figure from the world of Tékumel, which is something you don't see very often. "Devious Magic" by Robert Plamondon is another D&D variant. Plamondon offers a number of new ways to use old spells and magic items in order to breathe new life in them. While I can't say I was blown away by any of his suggestions, I certainly approve of his intentions. 

John T. Sapienza also presents a D&D variant, entitled "Non-human Level Limits," which seeks an alternative approach to slowing the level advancement of demihuman characters. Sapienza's approach isn't what suggests – which is fine – but that he repeatedly notes that "the D&D rules are designed for human characters" and "humanity dominates among the intelligent races." It's a perspective that isn't much held nowadays, but I'm always pleased when I find further evidence that it was commonplace in the hobby prior to the 21st century. Issue #13 also reviews Champions, Assault on the Aerie of the Slave Lords, In the Dungeons of the Slave Lords, and Cults of Terror. 

Gigi D'Arn's column begins by noting that the sales of many RPG companies were poor in 1981 and that many would likely not survive long into 1982. There's no specific support for these claims, however, so I can't speak to their truth. Then there's this story:

Lou Zocchi's ventriloquist dummy, Woody Knotts, was once quite well known in the hobby, so I found this tidbit fascinating. Gigi likewise mentions rumors of a gaming magazine from FGU, Rona Jaffe's upcoming novel, Steve Jackson writing a supplement for Dragonquest, and the first two volumes of the Armies of Tékumel series. 

My exploration of Different Worlds continues. It's an odd magazine, as I've said: when it's good, it's very, very good, but much of the time it's fairly mediocre, or at least of much less interest to me than any random issue of Dragon or White Dwarf. That might say more about me and my tastes than it does about Different Worlds, of course, but there it is.

Tuesday, May 25, 2021

Different Worlds: Issue #16

Issue #16 of Different Worlds (November 1981) begins with an editorial by Tadashi Ehara regarding the identity of Gigi D'Arn. Ehara excerpts a few letters he received on this topic – "Gary Gygax in drag!," "John Sapienza on drugs." – before he assures readers that Gigi is, in fact, a "real person." He then offers snippets of information about her, such as the fact that she lives in southern California and writes articles for her local newspaper (e.g. "Save the Fruit Fly Movement!"). I'm honestly not sure how to take this, but it seems quite likely that the whole thing is a big joke. So far as I know Gigi's true identity has never been revealed, which is why I suspect she's not, despite Ehara's claims, a real person.

The issue proper begins with "Different Views," the letters column, which, in past issues, had been located toward the back. Immediately afterward is Robert Plamondon's "Hand-Held Thermonuclear Devices," a strange, short article about thermonuclear hand grenades. There are no game stats and it's quite clear that whole thing is not meant to be taken seriously. Ken Rolston follows up last issue's treatment of "Tournament Role-Playing" with a second part focused on the practicalities of refereeing scenarios at conventions – preparation, sequence of play, game aids, etc. It's a solid article filled with helpful advice, though its appeal is limited only to those who run (or plan to) tournament-style adventures.

"Mythological Monsters for The Fantasy Trip" by Ronald Mark Pehr provides write-ups for six monsters for use with TFT derived from Greek mythology. "The Cult of Indlas Somer" by Angus MacDonald is a 9-page long parody article, offering up a new cult for use with RuneQuest. As its name suggests, the cult is filled with references to beach bums and surfers. It's well done and amusing, though I have to wonder about the wisdom of publishing such a lengthy spoof article. "Illusion Magic" by David F. Nalle is a seemingly system-neutral article that delves into quantifying various aspects of illusions, like sensory impact, volume, and duration, though to what end I'm not entirely sure. 

"Training the Novice GM" by Howard Mahler is a short article offering advice to neophyte referees on handling NPCs during combat. John T. Sapienza reviews the "Dungeon Adventurers" and "Space Marines" miniatures produced by Asgard Miniatures, complete with photographs. I really like these articles, if only from the nostalgia point of view: seeing all these old figures really brings back memories. Several AD&D modules modules are also reviewed, including Secret of the Slavers Stockade, The Secret of Bone Hill, and Dwellers of the Forbidden City. They're all reviewed mostly positively, albeit with caveats in all cases. Gamescience's Star Patrol, on the other hand, does not get off so lightly, which is described as "flawed" and "incomplete." Gigi's column this month contains little of lasting interest, alas.

I continue to find reading Different Worlds frustrating. The quality and consistency from issue to issue is all over the map. Many are truly excellent, surpassing what I saw in the pages of Dragon or White Dwarf, while others are either mediocre or bafflingly opaque in their focus. Compared to other RPG magazines with which I have greater familiarity, DW seems much more "experimental," for good and for ill. Being a man of rather staid tastes, this doesn't always sit well with me. Still, I do feel like I'm acquiring greater insights into the history of the hobby outside the East Coast and Midwest, which is useful, even if I don't always like – or understand – the products of the West Coast.

Tuesday, May 18, 2021

Different Worlds: Issue #15

Issue #15 of Different Worlds (October 1981) features a cover by Rick Becker, who had previously done the covers for issues #6 and #10, as well as The Gateway Bestiary. Paul Montgomery Crabaugh's "More Citizens" kicks things off by presenting six new professions for use with GDW's Traveller: cavalry, artillery, technician, engineer, reporter, and civilian, along with three new skills. In my youth, when I was playing Traveller regularly, I used to adore articles like this, so reading this one was a nice blast of nostalgia for me.

"Tournament Role-Playing" by Ken Rolston is a lengthy, 10-page piece that covers a great many topics relating to the refereeing a adventure scenarios at gaming conventions. The topics range from styles of play to the creation of characters to judging players. He provides a lengthy example of a RuneQuest scenario he has designed that nicely demonstrates the principles he puts forward. Of particular interest to me was his assertion that one's "best bet" is "basing your tournament scenarios in the campaign you are currently running." As someone who's long felt that too many game writers aren't even playing the games for which they are writing, I couldn't agree more.

"Calandra and Aurelion" by Charles Huber is a Gloranthan cult for use with RuneQuest. Even though I don't play RQ regularly, I nevertheless enjoy these cult write-ups. Religion is a topic that's near and dear to me; I find its treatment in most fiction (including RPGs) to be laughably simplistic. RuneQuest makes a much better effort to take religion seriously and many of these cult articles demonstrate that quite well. David F. Nalle's "Favorites of the Gods" is another article treating religion, specifically the ability of characters to gain the favor of deities through sacrifices and quests. Nalle's treatment is simple and mechanical in its approach, but I nevertheless appreciate his attempt to grapple with the topic of divine intervention.

"A Modest Proposal for The Fantasy Trip" by David R. Dunham is a short article suggesting the splitting of the game's attribute scores into related pairs to deal with both the over-importance of certain attributes and the "unrealistic" nature of combing, say, one's physical strength and endurance into one score. This is a long-standing complaint about not just TFT but also its descendant GURPS. "Man Bites Dog" is Ken St. Andre's rather peculiar article that's ostensibly about "role-playing in the future." Instead of a prognostication of how the then-new technology of computers might change the face of the hobby, St. Andre instead offers a half-serious, half-parodic account of what roleplaying might be like in a post-apocalyptic world when only the aged remember "the good old days back in the 1980s." 

Lewis Pulsipher's "Making Life Hard for Magic-Users" is another entry in the ancient genre of "cutting magic-users down to size," the belief that magic-users in Dungeons & Dragons are too powerful compared to other character classes. To correct this supposed imbalance, Pulsipher offers numerous possible fixes, such as spell points, spell failure, spell interruption, and more. I appreciate the range of options he suggests, even if I've never been of the opinion that magic-users needed fixing to make them less potent and flexible.

This issue's reviews are lengthy and mostly critical of the products reviewed, starting with SPI's Universe. Actually, the review of Universe is quite measured and fair. The review of Aftermath is similarly fair, but notes that the complexity of the rules militates against wading through its rules to get to the genuinely good material in the game. The poor Fiend Folio gets the most abuse, such as the following passage that mocks the monsters contained therein.

Harsh but not wholly incorrect.

Gigi D'Arn's column is shorter, owing to the fact that it's now monthly, a fact Gigi draws attention to at the start of her piece. Nevertheless, there are a few notable tidbits, such as further rumors about the insolvency of SPI and that Chaosium is working on a King Arthur RPG (though it's rumored that Ken St. Andre is working on it with Greg Stafford). Gigi also says the following, which I found amusing.
Ouch! Equally amusing, I think, is that not everyone who read Different Worlds liked Gigi's column, as this letter to the editor makes clear.
I guess there's no accounting for taste.

Tuesday, March 30, 2021

Different Worlds: Issue #8

Issue #8 of Different Worlds (June/July 1980) features a cover by Steve Oliff and opens with an article by Robert Harder entitled "Teaching Role-Playing," another entry in the continuing "Better Game Mastering" series. Despite its title, the article is not about how to teach someone to play a RPG but rather about the process of becoming and developing one's skills as a Game Master. I have a fondness for these kinds of articles, especially older ones, since they sometimes offer unique perspectives on the art of refereeing. Harder has a number of worthy insights to share, including his emphasis a gaming session as a "social gathering" and his belief that a session "should not exceed three hours." The latter point is one I feel very keenly these, though I would never have accepted it in my youth, when four to six hours – or longer – was a more common length.

John T. Sapienza has written D&D variant article called "Sleep vs. Mixed Parties." Sapienza's concern is that, as written, the sleep spell is difficult to adjudicate against enemies with mixed hit dice. Consequently, he proposes rewriting the spell to be both clearer and somewhat less powerful, while also leaving the door open to higher-level versions of the spell. I don't have much to say about Sapienza's specific point, but I will say that I generally appreciate seeing articles like this, since they reflect a culture of play and reveal the idiosyncrasies of individual referees. To my mind, this is where roleplaying lives and it ought to be applauded.

"Alien and Starships & Spacemen" by Leonard Kanterman is a both a review of the 1979 science fiction film, Alien, and a scenario inspired by it for use with the aforementioned RPG. It's fine for what it is, though it's very grim for a game inspired by the original series of Star Trek. John T. Sapienza re-appears with another article, "Talent Tables," intended as a follow-up to his "Developing a Character's Appearance" piece in issue #5. This article is in a similar vein, providing a D1000 table that confers minor (+1 or +2) bonuses in a wide variety of situations to characters. For my tastes, it's a lot of unnecessary work for very little mechanical benefit, but, again, I think articles like this arose out of the play of individual campaigns and, for that reason alone, I have a certain affection for them nonetheless. Sapienza also penned a review of four RPG products from a company called Bearhug Game Accessories. The products are a series of counters for keeping track of equipment and treasure – an idea I've seen in other contexts and that definitely has something to recommend it.

Lewis Pulsipher's "Defining the Campaign: Game Master Styles" is an overview of the kinds of decisions a referee must make in describing his campaign, such its degrees of believability, risk, reward, the extent to which the referee is truly impartial, and so on. Pulsipher does a good job, I think, of outlining many of the big questions. Simon Magister's "Composite Bows" is a historical article about the development and use of these weapons and interesting if you're into this kind of thing. There's a review of Heritage's Dungeon Dwellers line of miniatures by – guess who? – John T. Sapienza. I didn't own many of this line, but I enjoy retrospectives on old school minis like this; they're a terrific blast of nostalgia.

Anders Swenson provides a very positive review of the D&D module The Keep on the Borderlands. Ron Weaver's "Zelan the Beast" is a Gloranthan cult for RuneQuest. Dave Arneson and Steve Perrin review the two volumes of Walter William's Tradition of Victory Age of Fighting Sale wargame and RPG. Perrin also reviews Advanced Melee and Wizard by Steve Jackson, both of which he highly praises. Lee Gold, meanwhile, describes "How I Designed Land of the Rising Sun," her RPG of feudal Japan. This is a fine article, since Gold talks not just about how she designed the game's rules but also the process of research, writing, and rewriting that led to the game's final form – very fascinating stuff! "Alignment on Trial" by David R. Dunham is exactly what you'd expect: another entry in the hoary genre of why alignment is too simple/limited/inadequate/just plain dumb. To be fair to Dunham, his perspective is more nuanced than that, though it does at times have the air of a teenager reading philosophy for the first time and suddenly thinking he's thought things no other human has ever thought. 

The issue ends with Gigi D'Arn's column, filled, as ever, with terrific tidbits from gaming's past. For example, it notes that the three volumes of Dave Hargrave's Arduin series have sold 40,000 copies! Not bad. There's also a reference to TSR's ending of its exclusive distribution arrangement with Games Workshop, no doubt a prelude to the establishment of TSR UK. Apropos recent discussions, Gigi notes that the name of SPI's then-upcoming fantasy RPG had run into a trademark snag with Martian Metals, which is not what I was expecting to read. There's also mention that school board of Heber City, Utah has "chucked D&D" (whatever that means in this case) because "townspeople found it un-Christian, communistic, liable to leave players open to Satanic influence, etc." I've said before that I never personally experienced much pushback against RPGs because of their supposed Satanism, but it was apparently a very real thing in some places and this is evidence of that, I guess.

In any case, Different Worlds is clearly growing more confident and interesting. I very much enjoyed this issue and will be curious to see where the magazine goes in future issues.

Tuesday, March 23, 2021

Different Worlds: Issue #7

Issue #7 of Different Worlds (April/May 1980) features a cover by Cora L. Healy, an artist known for her work on science fiction periodicals throughout the 1970s and early '80s. The issue proper begins with an installment of the "Beginner's Brew" column that lists "all the more popular role-playing games (RPGs) and magazines available." The games and magazines are divided up by publisher, sixteen for RPGs and fourteen for magazines. There are also fifteen miniatures manufacturers listed. The list are interesting, most especially for the "forthcoming" games mentioned, such as Chaosium's Dark Worlds and Elric RuneQuest and Heritage USA's Heroes of Middle Earth. 

"Ten Days in the Arena of Khazan" by Ken St. Andre is a seven-page outline of a campaign for use with Tunnels & Trolls. More than that, though, it's an overview of a portion of the game's setting of Trollworld, with lots of interesting tidbits about its history and peoples. I really enjoyed this article, because it gave me some insight into what it's like to play in St. Andre's home campaign, a topic that never ceases to interest me. 

I find it hard to disagree with Richard L. Snider's effusive review of Cults of Prax, one of the truly great RPG supplements of all time. He rightly deems it "the best extant cosmology designed for use with any FRP" – which was probably true in 1980 and, even today, it stands head and shoulders above most other treatments of similar topics. "Gloranthan Birthday Tables" by Morgan O. Woodward III is a series of random tables to determine when a Gloranthan character is born, with special attention given to those during Sacred Time (and the special abilities that might come from such an auspicious birth). 

Part two of the "Vardy Combat System" by John T. Sapienza appears in this issue. A variant combat system for use with Dungeons & Dragons, this article provides expanded rules and tables for handling parries, shields, hit points, and more. What I appreciate about the system is that it strives to be genuinely compatible with D&D's existing combat system rather than simply replacing it. The article even offers a further option that uses D20 rolls rather than percentile ones, for even further compatibility. As I said previously, I have not tested this system and have no idea how well it works in practice, but, from reading it, I think it might be worthy testing out in play.

"Foundchild Cult" by Sandy Petersen is a cult for use with RuneQuest and its setting of Glorantha. Meanwhile. Steve Perrin reviews In the Labyrinth by Steve Jackson. Perrin thinks very highly of the game, his main complaint being that, like Tunnels & Trolls before it, allows characteristics to increase as a character gains experience, something that he thinks inevitably leads to an "incredibly strong, lightning fast, cosmically intelligent character who seems to have stepped directly from the pages of Marvel or DC Comics." I think that's a fair criticism and one of the reasons I prefer the more grounded approach taken by many older RPGs. 

James M. Ward offers "Power Groups and Player Characters in RPGs," in which he talks specifically about the importance of factions in a campaign. He then provides examples from his home Metamorphosis Alpha campaign, showing how the characters became involved with them and how this involvement affected the development of the campaign. It's a solid, though short, article, covering a topic that is increasingly near and dear to my heart. "Two from Grenadier" by John T. Sapienza is a lengthy, five-page article that reviews in detail two AD&D boxed sets from Grenadier Models, Woodland Adventurers and Tomb of Spells. His review is quite positive overall and a nice bit of nostalgia for me, since I once owned both of the boxed sets in question.

"System Snobbery" by Larry DiTillio is an early entry in the now well-worn genre of "there are no bad RPGs, just bad GMs" articles. It's fine for what it is; its main interest to me was DiTillio's recounting of his experience with various GMs over the years. Gigi D'Arn's gossip column this month mentions the departure of Tim Kask from the editorship of Dragon and eludes to "dubious circumstances." There's further mention of a D&D movie, as well as a reference to something called the "AD&D Companion," a collection of variants for use with D&D and AD&D. I suspect this is either simply untrue or a garbled rumor of something like the Best of Dragon anthology, the first of which did appear in 1980. Concluding the issue is "Oriental Weapons for RuneQuest" by Sean Summers, with additional material by Steve Perrin. It's pretty much what you'd expect for this type of article, a staple of the '70s and '80s, when all things Asian were the rage in RPG circles.

Tuesday, February 16, 2021

Different Worlds: Issue #2

Issue #2 of Different Worlds (April 1979) features a cover by William Church (creator of one of my favorite RPG maps) and Steve Oliff. The issue kicks off with another installment of Charlie Krank's "Beginner's Brew," this one subtitled "... and you say that this is a game?" The article is aimed at first-time referees and focuses on the nuts and bolts of designing an adventuring locale. Krank even offers up a sample locale to illustrate his points. Like last issue's article, this is fine as far as it goes and the adventure locale it presents is actually quite intriguing. 

Steve Lortz reviews a game I've never heard of, Legacy, written by David A. Feldt. If Lortz's review is to be believed, Legacy is "a signal work in the expansion of role-play," but it's difficult to tell precisely what the game is about. It appears to be a game about the Neolithic era, but the review says little more. A quick search online reveals that Legacy is quite infamous for its convoluted and unclear rules, something even Lortz alludes to in his otherwise positive review. 

The second part of Mike Gunderloy's "Specialty Mages" is a meaty one indeed, covering six pages and providing details on mages of light, darkness, fire, and ice. While none of this is material I'd personally use in any of my own games, it's nevertheless fascinating to see early D&D variants, particularly those that appeared in publications outside of TSR's orbit. Elaine Normandy and John T. Sapienza Jr have written "Character Name Tables," which are just that: random tables for generating the names of humans, elves, dwarves, and hobbits, as seen in Tolkien's The Lord of the Rings. The next installment of "My Life in Role-Playing" includes articles by both Steve Jackson and David A. Feldt, writer of the aforementioned Legacy. Jackson's piece is very fascinating and includes some interesting anecdotes about his The Fantasy Trip campaign, as well as his thoughts on roleplaying, that I'll share in an upcoming post. Feldt's article article is fascinating too but only because it's so bizarre. In it, he presents a probably tongue in cheek future history in which it's revealed that reality is itself a roleplaying game of sorts overseen by the Game Overall Director. I'm still confused.

"Starships & Spacemen Expansion Kit" by Leonard Kanterman is a collection of new rules and options for his 1977 Star Trek-inspired RPG. "Lord of the Dice" is a humorous set of one-page roleplaying game rules by Greg Costikyan. I share the developer's notes here, since they give you a good sense of the thing's overall flavor.

"Arduin, Bloody Arduin" is Dave Hargrave's overview of his famous game and campaign setting. Accompanies by a hand-drawn map, it's a good article for anyone interested in the setting and Hargrave's own philosophy of gaming. Like the previous installment of this series in issue #1, I enjoyed this one a lot and look forward to seeing more designers talk about their home campaigns. 

Steve Perrin writes about "The Cacodemon Cult" for RuneQuest and Steve Lortz appears again with "Dramatic Structure of RPGs." I must confess to finding the article, which begins by comparing RPGs to movies, quite tedious. It's precisely the kind of unnecessarily abstract philosophizing about gaming that sets my teeth on edge. Much more enjoyable is the very first column by the pseudonym Gigi D'Arn, the roleplaying hobby's famed gossip columnist. I could – and probably should – write an entire post about this first installment, because it's filled with lots of amusement, not to mention genuine gossip, such as 

So far as I know, the identity of Gigi has never been revealed, though I believe the most common theory is that she was not a single person but rather a house name used by editor Tadashi Ehara and anyone else who submitted bits to the published piece. From the vantage point of 2021, though, it's fun to read columns like this, if only to get a sense of what the hobby was like at the end of the 1970s – small but growing and still very clubbish. This is right before I started gaming and, though I never participated in its directly, being just a little too young, echoes of it could still be heard. I'd be lying if I didn't say I miss those days.

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.)