Showing posts with label west end. Show all posts
Showing posts with label west end. Show all posts

Wednesday, May 7, 2025

Retrospective: Star Wars: The Roleplaying Game

Between early exposure to televised coverage of NASA launches and constant reruns of Star Trek, it was almost inevitable that I would become a science fiction fan. It helped, too, that my father’s only sister, who was barely twenty years my senior, shared that passion and actively encouraged my fascination with all things related to space travel, robots, and laser guns. So, when George Lucas’s space opera Star Wars premiered in the late spring of 1977, my aunt and I wasted no time in seeing it. Like countless other children of my generation, the experience marked a turning point in the development of my imagination.

As I’ve written elsewhere, Star Wars dominated the mental landscape of my childhood from 1977 to 1979, a reign challenged only by my discovery of Dungeons & Dragons and, through it, the wider world of roleplaying games. Even so, my enthusiasm for Star Wars didn’t vanish. I vividly remember the thrill I felt at the first rumors of "Star Wars II" (the film’s actual title wouldn’t be revealed until late 1979, as I recall). While D&D redirected some of my imaginative energy, it never fully replaced my love for Lucas’s galaxy. That said, there’s no denying that the fervor of my early affection dimmed somewhat in the face of newer, competing obsessions.

By the mid-1980s, that dimming had become a common experience. Star Wars itself seemed to be fading into the past. In 1987, the franchise appeared adrift. Four years had passed since Return of the Jedi had concluded the original trilogy and no new movies were on the horizon. For many fans, the galaxy far, far away was becoming a relic of childhood. The Kenner toy line was winding down, Marvel’s comic book series had ended, and while fan interest endured, it was increasingly nostalgic in character. There were occasional whispers of more to come, but nothing concrete. To be a Star Wars fan in the late ’80s was to dwell in the long shadow of what had been, clinging to worn VHS tapes, dog-eared storybooks, and well-loved action figures.

Meanwhile, the tabletop roleplaying game hobby was entering a new phase. TSR’s Dungeons & Dragons still loomed large, but the landscape was shifting. A host of new games had appeared, offering players fresh ways to explore favorite genres. Yet the RPG industry had not yet figured out how to handle licensed properties particularly well. With a few notable exceptions, like Star Trek or Marvel Super Heroes, most licensed RPGs of the era felt to me like clumsy grafts, existing more as marketing tie-ins than true adaptations. Then, in 1987, West End Games released Star Wars: The Roleplaying Game, designed by Greg Costikyan.

What West End delivered was more than just a faithful adaptation of a beloved movie trilogy: it was a revelatory act of worldbuilding. The game employed a streamlined D6 system, originally developed for Ghostbusters, that emphasized speed, flexibility, and cinematic flair over rules complexity. It was a system that matched the tone and pacing of Star Wars perfectly. Characters weren’t defined by a tangle of subsystems but by evocative archetypes: the Brash Pilot, the Young Senatorial, the Quixotic Jedi. Combat was fast and improvisational, encouraging swashbuckling heroics rather than tactical micromanagement. It felt, in a word, right.

But the real genius of the Star Wars RPG wasn’t its rules; it was its tone and presentation. The game didn’t merely borrow the setting of Star Wars; it inhabited it. The rulebook and its indispensable companion, The Star Wars Sourcebook, were filled with film stills, in-universe schematics, detailed planetary entries, and short snippets of fiction. These books didn’t feel like products about the galaxy far, far away; they felt like artifacts from within it. For fans starved for new material, the RPG was a lifeline, offering a way not just to revisit Star Wars, but almost to live in it.

It’s hard to overstate the influence these books would go on to have. Much of what we now take for granted about the Star Wars universe, like species names, background details about the Empire and the Rebellion, classifications of ships and vehicles, and descriptions of distant planets, originated not in the films, but in the pages of these RPG books. Lucasfilm itself came to rely on West End’s material. When Timothy Zahn was hired to write Heir to the Empire in 1991, he was handed a stack of WEG books to use as reference. In many ways, West End Games defined the Star Wars expanded universe before it officially existed.

Within the RPG hobby, Star Wars: The Roleplaying Game was also a harbinger of things to come. Unlike many earlier games, it emphasized genre emulation and collaborative adventure over simulationist detail. Its influence can be seen in the rise of narrative-focused design philosophies that would emerge in the late 1990s and early 2000s. It welcomed new players with familiar characters and easy-to-grasp mechanics, helping to expand the hobby beyond its traditional fantasy roots and making it more accessible to newcomers.

As I mentioned earlier, there were other successful licensed RPGs during this period, each with its own merits. But, in my opinion, none matched the totality of West End’s vision. The Star Wars RPG wasn’t just a game; it was a doorway into a living, breathing world, one that players could explore, shape, and make their own. Today, with Star Wars a global media brand, it’s worth remembering the quiet, crucial role this game played. It expanded the setting beyond what we saw on screen. It kept the flame alive during a fallow period. And it reminded us all that, with a few friends, a handful of dice, and the right kind of scenario, we too could journey to that galaxy far, far away.

Tuesday, May 7, 2024

Polyhedron: Issue #25

Issue #25 of Polyhedron (September 1985) features eye-catching artwork by the Marvel Bullpen, depicting the Hulk and long-time foe, the Abomination, bursting through the cover. Both characters appear in the issue's Marvel Super Heroes article – a first for the newszine. At the time, I was quite pleased by this expansion of Polyhedron's coverage, because I was a big fan of MSH and was always on the look-out for new material (particularly write-ups of Marvel characters that hadn't yet appeared elsewhere).

Normally, "Notes from HQ" is filled with RPGA-related ephemera and thus doesn't command my attention for long. This time, though, part of it is of greater interest, specifically the call for Dungeon Masters to submit "a store, tavern, house, city block, NPC, street encounter, guild" for inclusion in a fantasy setting to be used by the RPGA as a "home base" and possible locale for adventures. Robert Asprin's Thieves' World is referenced as an inspiration and it's stated that Gary Gygax has agreed to allow this city to be placed in his World of Greyhawk setting. If any of this sounds familiar, that's because I suspect the project was eventually retooled for use with the Forgotten Realms, becoming Ravens Bluff, the Living City, an RPGA staple for years to come.

Jon Pickens offers up a second part of his "Unofficial Magic-User Spells" series, again looking to existing magic items as source of new spells (like the ring of spell turning and ring of x-ray vision). It's fine, if a bit unimaginative, though I cannot forgive the consistent misspelling of "absorption" as "absorbtion" throughout, especially when the magic item that inspired it, the rod of absorption, spells it correctly. The "RPGA Network Player and Judge Standings" is hardly worth mentioning, since it's little more than three pages' worth of names. Looking through them, I spotted the usual assortment of TSR employees and freelancers, along with a few others whose names I recognized from Dragon and elsewhere. I wonder if any readers of this blog had earned enough tournament XP to make it onto the list?

Part II of Frank Mentzer's AD&D adventure, Needle, also appears in this issue. Having found the titular needle – a magical obelisk – in Part I, the characters are now tasked with removing it for transport back to their homeland while dealing with hostile bullywugs and pirates. The adventure is quite fascinating, in that it's mostly a matter of resource management and logistics. The characters command a team of workers and mercenaries over the course of the several weeks needed to achieve their goal. How well they manage their resources, as well as how they respond to various threats, determine whether or not their mission is successful. I have no idea how it would be to play, the idea behind this scenario sounds compelling.

Michael Przytarski's "Fletcher's Corner" returns, talking about high-level adventures this time. That's a topic of great interest to me, since there aren't a lot of good examples of them in my opinion and I'd love to read some good advice on how to create my own. Sadly, there's not much meat to this article. It's mostly brief nuggets ("Try not to be bring the gods into it") intended to keep things somewhat grounded and avoiding boredom ("Three red dragons are fun, but they can become tiresome"). Perhaps the article's brevity (one page) prevents Przytarski from getting into the weeds of this topic, I don't know. Regardless, I didn't find what I was looking for here, which is a shame. My quest continues.

"Rampage" by Roger E. Moore is a straightforward Marvel Super Heroes scenario, in which four different super-strong characters – the Hulk, Hercules, the Abomination, and Titania – in the streets of New York. It's not deep, but it's fun. I also appreciate the way that Moore presents different Karma award charts for each character as a way to highlight their differences. That's something I always liked about Marvel Super Heroes and that's harder to implement in a game where the characters are all original creations of the players rather than established personalities. 

With apologies to Rembert N. Parker, I'm going to pass over his "How to Succeed at Judging an RPGA Network Event," because it's of minimal interest to me. "Dispel Confusion" consists of two full pages of AD&D questions, with no other RPGs represented. By and large, the questions this issue concern ambiguities in the rules and, as such, aren't that interesting to discuss here. The most notable question concerned psionics and its use, with the answer noting that psionics will be revised "in the future." Rounding out the issue is a positive review of Paranoia, an old fave of mine, though it's been years since I've attempted to play it. Maybe I should change that.

As always, Polyhedron is so much more of a mixed bag than is Dragon and it's frustrating. Most issues contain good material, but very few are consistently good. That probably explains why I eventually stopped reading it, while I continued with Dragon well into the 1990s. I suspect this is because Polyhedron always had a much more "amateur" quality, which limited both its audience and its submissions. It's a real pity.

Tuesday, June 27, 2023

White Dwarf: Issue #79

With issue #79 of White Dwarf (July 1986), I reach the penultimate issue I'll cover in this series. Though I'm glad to have done it – and I hope it's been profitable for those of you reading along – I can't deny that my enthusiasm has been waning for some time now. Sadly, this issue did little to make me regret my decision to end the series with #80, though there are a couple of bright spots – like John Blanche's cover illustration ("Amazonia Gothique"), which I like for reasons I can't fully articulate.

This issue marks the first one featuring Paul Cockburn as editor. His inaugural editorial mentions that there will be still more changes in store for the magazine, though these will "come in bit by bit." Cockburn also notes that Citadel Miniatures would, from this point on, include "a small warning, intended to prevent figures being sold to that part of the public who might actually be harmed by lead content." He elaborates that there had recently been a Citadel ad in a magazine "aimed at a very young audience," which necessitated this warning. Maybe I'm just old and contrarian, but I felt a slight pang of sadness upon reading this. By 1986, the Old Days (and Old Ways) were already fading ...

"Open Box" takes a look at two related Palladium products, Teenage Mutant Ninja Turtles and Other Strangeness and its post-apocalyptic supplement, After the Bomb. Both products are positively reviewed, but the reviewer, Marcus L. Rowland, expresses a preference for the "present day setting of the original game," which he feels offers "more opportunities for plot development and diversity." Also reviewed is Secret Wars II for Marvel Super Heroes, which is judged "an awful lot better than Secret Wars I." Never having seen the original, it's not clear to me whether this is faint praise or not. Two Chaosium releases, Black Sword (for Stormbringer) and Terror from the Stars (for Call of Cthulhu) get positive reviews, as does West End's Ghostbusters. Acute Paranoia, a supplement for (naturally) Paranoia earns a more middling appraisal, largely due to its "disappointing" mini-scenarios.

"Where and Back Again" by Graham Staplehurst is one of the aforementioned bright spots of this issue. Dedicated to "Starting a Middle-earth Campaign," the article lays out all the decisions a referee looking to run a RPG campaign set in Tolkien's world must make. Staplehurst covers subjects like "style" (i.e. campaign frame), rules, and even source material. He also raises the question of how closely one might wish to hew to Middle-earth as described by the good professor and the consequences for choosing to deviate from that particular vision. It's a solid, thoughtful article on a topic that has long interested – and vexed – me. 

Dave Langford's "Critical Mass" has only rarely been something I've enjoyed and this issue's installment does little to change my mind. More enjoyable (to me anyway) is his second contribution to the issue, an odd little article entitled "Play It Again, Frodo." Ostensibly, Langford's assignment is to demonstrate "how closely role-playing and literature are entwined" in order to help readers convince their "serious" friends that gaming isn't a silly hobby. He attempts to do this through a series of vignettes based around famous books or movies – Star Wars, Indiana Jones, Conan, The Lord of the Rings, etc. – where he postulates that events go other (and humorously) than how they do in the originals. The idea here is that roleplaying allows to do things "your way" rather than being bound by the dictates of an omnipotent author. 

"20-20 Vision" by Alex Stewart reviews science fiction and fantasy movies. The bulk of this issue's column is devoted to the film, Highlander, in which "a medieval Scottish warrior with a French accent" is befriended by "Sean Connery's Glaswegian conquistador." Stewart calls the movie "a stylish, raucous and utterly preposterous D&D scenario transplanted bodily into contemporary New York." That's probably the most succinct (and amusing) way I've heard Highlander described and it does a good job, I think, of capturing the essence of its cheesy glory.

"All in the Mind" by Steven Palmer offers an alternate psionics system for use for AD&D. Palmer's system interests me for its relative simplicity – the article is only four pages long, as well as for its more flavorful elements. For example, there's a discussion of the heritability of psionic powers, as well as the inherent connection between twins. Neither of these elements plays a major role in his system, but the fact that they're mentioned at all is in stark contrast to the dreary, tedious treatment of psionics in the Players Handbook. 

"Ghost Jackal Kill" by Graeme Davis is a Call of Cthulhu scenario that's presented as a prequel to The Statue of the Sorcerer, a Games Workshop CoC adventure. The scenario is set in San Francisco and involves not only the Hounds of Tindalos, one my favorite type of Mythos entities. It also features real-world historical figures, specifically the actress Theda Bara and writer Dashiell Hammett. Normally, I tend to be leery of the inclusion of such people in RPG adventures, but, in this case, I think it works, particularly Hammett, who did actually work as a detective for the Pinkertons and drew on those experiences for his fiction. In any case, it's a good, short scenario and another of the issue's stand-outs in my opinion.

"Think About It" by Phil Masters examines the purpose and use of the Intelligence score (or its equivalent) in roleplaying games. Because it's an overview of a large topic, it's necessarily brief in its examination, but it does a good job, I think, of presenting different options and approaches to handling Intelligence in RPGs. "'Eavy Metal" provides tips on converting miniature figures, along with some nice color photographs. 

"Psi-Judges" by Carl Sargent – a name that would feature prominently on the covers of many RPG products throughout the late '80s and into the 1990s – is an expansion of Judge Dredd: The Roleplaying Game focused on, of course, psi-judges. Interestingly, it's equal parts a rules expansion and a roleplaying expansion. There's information on how to play a psi-judge in the game, alongside discussions of game balance and other matters. "Gobbledigook" and "Thrud the Barbarian" are still here, but I can't deny that I miss the presence of "The Travellers." The comic's absence really hits home to me just how much White Dwarf has changed from the days when I read (and enjoyed) it regularly.

One more week!

Tuesday, June 6, 2023

White Dwarf: Issue #77

Issue #77 of White Dwarf (May 1986) features an immediately recognizable cover illustration by Chris Achilleos. The image is probably best-known for its appearance on the September 1981 issue of Heavy Metal, though it has appeared in many other places over the years. I've noted before that, compared to Dragon, WD more regularly used re-purposed artwork for its cover illustrations, though I've never come to a satisfactory conclusion as to why this was the case. My best guess is that it was a matter of simple economics, reprinted art being perhaps cheaper than commissioning original art, but I honestly don' know if that's the case. In any event, this particular cover induces a bit of cognitive dissonance in me, since I so strongly associate it with Heavy Metal, not White Dwarf.

Issue #77 is also the last issue under the editorship of Ian Marsh. Marsh only took over in issue #74, so his departure so soon after his installation comes as a bit of a shock. In his final editorial, Marsh states that "the other staff of the magazine" would also be leaving, though he doesn't specify which ones. He seems to obfuscate on the reasons for all these departures, simultaneously reminding readers that Games Workshop was moving to Nottingham and that he and the others "have decided not to accompany it on this move," while also couching their decision as being for nebulous "reasons of our own." The next issue will have a "fresh team" headed up by Paul Cockburn.

The issue proper begins with the reviews of "Open Box." The first of these is Mayfair's DC Heroes, which receives a quite favorable (8 out of 10) review by Marcus L. Rowland, who continues to be the workhorse of the magazine. The Stormbringer adventure Stealer of Souls likewise scores 8 out of 10, while The Sea Elves, a supplement for the Elfquest RPG gets 7 on the same scale. Another Chaosium product, Alone Against the Dark for Call of Cthulhu earns 9 out of 10, but Yellow Clearance Black Box Blues for Paranoia receives only 7 – another example, I think, of where the numerical scores don't quite align with the text of the review itself. Finally, there are reviews of two supplements for FASA's Doctor Who RPG: The Daleks (7 out of 10) and The Master (6 out of 10). 

Dave Langford's "Critical Mass" is mostly forgettable to me, as usual, but he does take note of the death of Frank Herbert, opining that Chapter House: Dune, to which he gave a "mildly favorable" review back in issue #65 might be the end of "galactic power-politicking" in the Dune universe. How I wish that had been true! Colin Greenwell's "2020 Vision" reviews a few movies, most notably Young Sherlock Holmes, a forgettable, even laughable, Steven Spielberg movie that nonetheless does feature one of the earliest examples of a computer-generated character in the history of cinema – a dire portent of things to come.

"The Crazy File" by Peter Tamlyn provides a handful of new "crazies" – zealous devotees of social fads – for use with the Judge Dredd – The Role-Playing Game. The article contains no game statistics; it's pure background information intended to give the referee something inspirational for use in his own adventures and campaigns. "Spellbound" by Phil Masters looks at "magic in superhero games." Again, there's nothing mechanical here. Instead, it's an overview of how magic has been used in comics over the years and then offers advice and examples of how to make use of it in one's own original superhero RPG adventures and campaigns. It's well done in my opinion and helped by the fact that it's not geared toward any particular superhero RPG. 

"The Final Frontier" by Alex Stewart does something similar for Star Trek gaming: it's an overview of the unique characteristics of Gene Roddenberry's science fiction setting and how they can best be used to create enjoyable adventures and campaigns. As a fan of Star Trek – or at least I once was – I think the article is pretty well done for what it is, though I do find myself wondering about its intended audience. White Dwarf used to have lots of these introductory articles in its early days. To see them return so late in its run strikes me as odd, though I'm sure there's a logic to it that eludes me. 

Graham Staplehurst's "A Secret Wish" is an adventure that's written for both D&D and Middle-earth Role Playing. The scenario itself assumes the players take on the role of hobbits and deals with the disappearance and return of Glorfindel. How well it jibes with the actual history of Middle-earth as laid out by Tolkien, I can't rightly say, though, to me, it reads a bit like a work of fan fiction rather than something that could have come from the mind of the Professor himself. "A Cast of Thousands" by Graeme Davis is yet another look at NPCs and how to give them "personality." It's fine, though, as is so often the case with articles like this, I find it difficult to sift through the conventional wisdom repeated for the hundredth time from the genuine insights.

"The Cars That Ate Sanity" by Marcus L. Rowland is a set of car chase rules for use with Call of Cthulhu. Is this something anyone needed? I don't mean to be flippant, but I cannot recall any car chases in Lovecraft's fiction. Maybe my memory is failing me again. Chris Felton's "Gaming for Heroine Addicts" – a clever title – is about how avoid "sexism" in one's games and make them more enjoyable to women. As you might expect, the article is a very mixed bag of topics, not to mention perspectives. I'm not sure the article offers a coherent viewpoint on any of its topics, which range widely and make many assumptions about RPGs, men, women, and everything in between. I've already spent more time thinking about it than it probably deserves.

Joe Dever's "Tabletop Heroes" looks at the best techniques for photographing one's painted miniatures. I found it fascinating and very much appreciated the little diagrams that accompanied the article. They showed the placement of lighting, camera, and background and did a great job of illustrating the principles Dever discusses. "The Travellers," "Gobbledigook," and "Thrud the Barbarian" are all here as usual. "Thrud" pokes fun at superheroes by having the tiny-headed barbarian face off against the All-American Legion of Incredibly Stupid Heroes, such as
After reading Ian Marsh's farewell editorial, I now feel an obligation to read at least a few more issues. I'm genuinely curious now to see how much will change under a "fresh new team" at the helm of White Dwarf. If nothing else, it'll be fascinating purely from a historical perspective. Till then!

Tuesday, May 16, 2023

Attention, Traitors!

West End's Paranoia is a roleplaying game of which I have many fond memories. It's also a game I haven't played in, literally, decades and doubt I'll ever play again. Part of that is that I no longer own a copy of the rules, but a bigger part is that I'm not at all sure how well a RPG like this would work in the present day. The real world is already so uncomfortably close to Paranoia's "darkly humorous future" at times that I wonder if it's even possible to satirize it effectively. 

I understand that there's a new edition of the available through Mongoose Publishing, though I've not seen it and so can't speak to how effectively it translates the irreverent and subversive spirit of the original into the very different world of the 21st century. If anyone has any experience with it, I'd be curious to hear your thoughts on it.

Wednesday, May 3, 2023

Retrospective: Ghostbusters

Roleplaying games based on officially licensed properties started appearing quite early in the history of the hobby. FGU's Flash Gordon & the Warriors of Mongo is the first that I can recall, unless you wish to count TSR's Warriors of Mars, which is, in my opinion, something of an edge case – and it wasn't officially licensed at any rate). Others soon followed, like Heritage's Star Trek (and FASA's too!), SPI's Dallas, Chaosium's Call of Cthulhu and Stormbringer, ICE's Middle-earth Role Playing, and many, many more. 

I mention all of this because I think it's sometimes easy to forget, especially on the old school side of the hobby, that gamers have long been quite keen on playing around in fictional worlds originally created for mass media. Much as I valorize the inventive and often idiosyncratic settings unique to RPGs, I'm also a big fan of a couple of games that make use of licensed settings and think the hobby would be diminished without them. If nothing else, licensed roleplaying games can serve as a useful entrée to newcomers.

Though I suspect that Star Wars: The Roleplaying Game, released by West End Games in 1987, is the most well-known (and successful?) licensed RPG ever, at least some of its success depends on another West End RPG, released the year before: Ghostbusters. Subtitled, "A Frightfully Cheerful Roleplaying Game," Ghostbusters is an unexpectedly good game, boasting not just a good sense of humor, as you'd expect, but also a solid and easy to use set of rules. Looking at its designers – Sandy Petersen, Greg Stafford, and Lynn Willis – this should come as little surprise. What still surprises me, though, even after all these years, is that it was Ghostbusters that gave the world not just the core of the system later used to excellent effect in the aforementioned Star Wars RPG, but also gave it the now-ubiquitous dice pool method of resolving in-game actions.

Characters in Ghostbusters have four ability scores, called traits – Brains, Muscle, Moves, and Cool – that are each given a numerical rating representing the number of six-sided dice rolled when making use of that trait. Players can associate a talent with each trait. Talents are more or less skills, like brawl, convince, or parapsychology. When a character makes use of a talent, he gets an additional three dice to add to those already provided by his trait. Other things, like equipment, can add to the pool of dice a player rolls as well. The sum of any roll is then compared to a target number assigned by the referee (called the Ghostmaster), based on its difficulty, success equated with meeting or exceeding the assigned target number.

If you understood the foregoing description of Ghostbusters' game mechanics without any trouble, that's because they're now well-established and commonplace, but that wasn't the case in 1986, when the idea of dice pool was somewhat exotic, at least in the circles in which I moved. As I already mentioned, Star Wars borrowed and further developed this system, which is no surprise, given that the two games were both West End products. What's more remarkable, I think, is that games like Ars Magica, Vampire: The Masquerade (and its sequels), and Shadowrun all evince the direct or indirect influence of Ghostbusters, making its mechanics, along with those of Dungeons & Dragons and Basic Role-Playing, among the most enduring in the history of the hobby.

Ghostbusters included or popularized several other mechanical innovations, such as the use of "brownie points" with which a player could influence the result of dice rolls, potentially blunting some of their negative consequences. "Hero points" of this sort were nothing new by this point. However, Ghostbusters enabled a player to gain more brownie points for his character through good roleplaying and achieving his character's stated goals. I can't say for certain that nothing like this had ever been done before – I'm pretty sure it had been – but, at the time, I found it revelatory. At the opposite end of the scale, the game included the "ghost die," a special six-sider where the 6 was replaced with the Ghostbusters logo. The ghost die is used in every roll and any roll showing the logo indicates a negative consequence of some sort, even if the roll is otherwise successful. Again, it's old hat now; in 1986, though, this was genuinely innovative.

Another aspect of Ghostbusters that I think deserves special praise is its basic premise. Unlike some licensed RPGs, which assume the players will take on the roles of existing characters within the media property, Ghostbusters assumes the players will create their own Ghostbusters, who are franchisees of the original, New York-based Ghostbusters of the 1984 movie. The idea is that the player characters are the local Ghostbusters of their hometown and their adventures should reflect that fact. I think it's a great set-up and, even at the time, I felt that it was a good basis for making more Ghostbusters movies, with each one taking place in a new city with a new cast of characters. 

I really enjoyed playing Ghostbusters when it was first released and still look back fondly on it. Sadly, I no longer have my copy and trying to replace it is prohibitively expensive. It's a very underrated RPG for one that is so well designed, influential, and fun. I wish it were more widely known and appreciated today.

Tuesday, February 14, 2023

White Dwarf: Issue #65

Issue #65 of White Dwarf (May 1985) features a cover by Chris Achilleos derived from a painting that had previously been used in a Fighting Fantasy advertisement (or perhaps they both derive the same painting). This was a common practice for White Dwarf and not in itself noteworthy. I only mention in this instance, because I actually remembered the original FF ad. Ian Livingstone's editorial mentions "a slight decline in fantasy gaming in the USA," which he clarifies as meaning that "the fickle mass market in the USA ... are tired of it." Based on my own memories, this seems about right. The peak fad years of Dungeons & Dragons were largely over and TSR itself was in knee-deep in the struggle between Gary Gygax and the Blume brothers for control of TSR. That said, it certainly didn't feel that way to me at the time.

"The Good, the Bad, and the Downright Odd" by Phil Masters is a decent article about the creation and use of non-player characters in superhero RPGs. However, my enjoyment of it was seriously hampered not by anything in its content by its godawful layout, one of the worst in the long history of White Dwarf's godawful layouts. Let your eyes feast upon this:
More damning than the possibility that this layout could trigger epileptic seizures in the reader, it's almost completely illegible. The combination of colors, especially in the areas that combine a white background with black text and a red overlay, makes the thing almost impossible to read. This isn't just middle age speaking; this was true even in my teen years before I ever owned a pair of glasses. What were they thinking?

Fortunately, "Open Box" is as readable as ever. This issue, there are reviews for West End's Paranoia (7 out of 10), which used to be a favorite of mine. Reviewer Marcus L. Rowland quite correctly points out that, though fun, Paranoia is probably not suitable for a "prolonged campaign." Also reviewed are the first three Alien Modules for GDW's Traveller, focusing on the Aslan (9 out of 10), K'Kree (7 out of 10), and Vargr (9 out of 10). Concluding the column are reviews of three different supplements and adventures for use with FASA's Star Trek RPG: The Romulans (8 out of 10), The Orion Ruse (9 out of 10), and Margin of Profit (8 out of10). For a lover of science fiction like myself, this issue included a great collection of product reviews.

Dave Langford's "Critical Mass" is an unexpectedly good installment this months, perhaps because I'm much more familiar with the books he's reviewing. Langford starts off talking about the Dune series and, by and large, I agree with his initial assessments: Dune is excellent, Dune Messiah almost as good, Children of Dune a mess, and God-Emperor of Dune a slog. Unlike Langford, who – unexpectedly – enjoyed both Heretics of Dune and Chapter House: Dune, I was by turns annoyed and bored. Go figure, He also spends some time slagging Dragons of Autumn Twilight, which is a fine way to spend one's time: "inspired by an AD&D campaign full of chunks ripped bleeding from Tolkien." Langford says he couldn't even finish it; I sometimes wish I could say the same. Langford's byline reappears beneath "The Distressing Damsel," a humorous fantasy tale that I didn't love, but I also didn't hate, so that's something, I guess.

"Thrud the Barbarian" continues its fun "Thrud the Destroyer" storyline. Rather than waste time talking about it, here's a reproduction of the comic to give you a sense of its content.
Graham Miller's "Smile Please" is an adventure for Traveller that is better in concept than execution. The characters are contracted to transport a mysterious box aboard a merchant vessel filled with a motley assortment of fellow passengers. As the ship enters jump space, some of these passengers start dying, seemingly as the result of a murderer in their midst. In truth, the whole thing is part of an Imperial version of the TV show, Candid Camera, which is a bit of a letdown. Mind you, I never ran this scenario, so perhaps it works well in play, though I have my doubts.

"Balancing Act" by Mike Lewis is an interesting early example of discussing the possible tension between the logic of drama (or "storytelling") and the unexpected outcomes of rules. Lewis suggests downplaying the role of rules to ensure a greater degree of dramatic coherence in a campaign and provides lots of examples and suggestions on how to handle this. His ultimate point is that the flow of a game session ought not to be broken by an errant dice roll or even the dictates of a rule. A good referee understands the need for judgment calls when in-game events dictate it. I find it hard to disagree, though leaning into this approach too heavily leads to the railroad and similar pathologies.

"The Sahuagin Heel" by Graeme Drysdale is a nice little AD&D adventure for characters of levels 2–4. The scenario involves a string of islands menaced by the aforementioned sahuagin. It's a solid sea-based adventure, with numerous interesting encounters, including tricks and traps. If it has a flaw, it's the extensive backstory presented at the start of the adventure to set the stage. In general, I prefer less of this sort of thing, but that's just personal preference. "The Other Imperium" by Michael Scott presents several civilian organizations for use with Traveller, like Intercredit (an intersellar banking service) and the Mercenary Monitoring Corps. Much more interesting is the latest installment of "The Travellers" comic, which has a go at Star Trek in forms of the characters of Captain Quirk and his first officer, Speck. We're also treated to more "Gobbledigook," though I almost missed it this time, because its placement amidst a sea of advertisements at the end of the issue obscured it somewhat.

"Forecasting the Runes" by Dave Morris and Oliver Johnson is an article for RuneQuest that presents two small rules/world additions to the game. The first is the titular runes, which function as a type of augury, while the second pertains to a system of birth signs based around the four parts of the soul (as understood by Glorantha's Lunar Empire). Both are quite flavorful and, just as importantly, mechanically simple, which I think is very important. Well done! Meanwhile, "The Noegyth Nibin" by Steven Prizeman stats up the "pettty dwarfs" of Tolkien's Silmarillion in D&D terms. 

"Armed to the Teeth" by MJ Bourne is (yet another) collection of unusual historical weapons for use with D&D – stuff like the misericorde and poinard, alongside the boomerang and blowpipe. I don't hate articles like this, but I do question their utility after so many others have been written – and are still being written – that cover the same material. Finally, there's "Horse Sense" by Joe Dever and Gary Chalk in which they discuss the intricacies of painting horse miniatures for use with RPGs and tabletop wargames. As always, I find this series weirdly fascinating, perhaps because I know so little about miniatures painting.

And there you have it: issue #65 of White Dwarf. It's a better than average issue in my opinion, though a little more staid than earlier issues in the magazine's run. Unfortunately, that's the nature of these sorts of things. As a publication becomes more polished and "professional," its content is both more consistent and more "safe." Much as I have commented negatively about the inconsistency of White Dwarf's content in its early days, I nevertheless recognize that that inconsistency was, in some respects, a necessary consequence of its newness – the very same newness that regularly inspired some truly phenomenal creativity and that I'd love to see again.

Thursday, September 1, 2011

The Ads of Dragon: Paranoia

Appropriately enough, the final issue of the year 1984 (#92) saw the appearance of this ad:
Paranoia is a game about which I've written before. It's also a game for which I have many fond memories, despite some of my misgivings about what its appearance heralded for the hobby. On that point, I think it interesting that it appeared when it did. While I'm pretty sure that the 1984 release date was, in part, an attempt to play off its pop cultural associations to Orwell, I can't help but wonder if Paranoia is the kind of RPG that could only have been written a decade after the public dawn of the hobby. By that I mean that Paranoia is clearly the product of a mature/decadent and inward-focused hobby and would thus have been impossible to imagine much prior to this point in history.

That's why I can't shake the feeling that 1984 really does mark an important year for the hobby -- the high tide of its mass market faddishness, when designers and publishers alike began to realize that the future, such as it was, lay in selling more, different games to a shrinking market of hardcore devotees. Or maybe I'm just overthinking this, as I so often do ...

Wednesday, November 24, 2010

Retrospective: The Price of Freedom

1986 is usually well outside the timeframe of the gaming products I highlight in my weekly retrospectives, but I'm going to make an exception in the case of Greg Costikyan's The Price of Freedom. Published by a pre-Star Wars RPG West End Games, back when the company produced more wargames than roleplaying games (though it had released Costikyan's earlier effort, Paranoia, two years earlier), The Price of Freedom was a game of "roleplaying in occupied America," as its cover proclaimed. Its basic premise was that, thanks to the election of a "gutless" president and the USA's signing of agreements that prohibited the continuation of the Strategic Defense Initiative -- agreements by which the USSR of course did not itself abide -- the Soviets gain the military and political upper hand that enables them to launch a successful invasion and occupation of North America. Players take the role of individuals committed to fighting the Soviets and ending their reign of tyranny.

Students of history will no doubt chime in that The Price of Freedom's premise was always a ridiculous one, particularly so in 1986, a year after Mikhail Gorbachev launched a series of wide-ranging initiatives intended to reform the policies of the USSR and a mere three years before the fall of the Berlin Wall. And, if you actually read The Price of Freedom, there's little doubt that Greg Costikyan didn't think its premise plausible either, but to fixate on its plausibility is to miss the point entirely. This is, after all, a game that includes a brief English-Russian phrasebook that includes the phrase, "I am not now, nor have I ever been, a member of the Republican Party." This isn't exactly a game that takes itself too seriously.

In an amusingly titled section of the rules called "A Note to Liberal Readers," Costikyan asks his readers to "think of the game as The Lord of the Rings meets William F. Buckley" -- in short a fantasy roleplaying game, but with an Evil Empire and "orcs" grounded at least partly in the real world. Costikyan goes on to say, "The question isn't whether or not such a terrible thing could happen, but whether or not you could enjoy pretending it has." My limited experience suggests that a lot of gamers could not bring themselves to do so. Indeed, I met many who seemed to believe that The Price of Freedom was deadly serious, a kind of right-wing fever dream given life as an RPG. How anyone familiar with Greg Costikyan's earlier work could think such a thing beggars the imagination, but there it is.

And that's a shame, because, like Paranoia, The Price of Freedom is actually a well-designed little game. System-wise, it's straightforward and (mostly) uncomplicated, using a 1D20 roll under an attribute or a skill. Characters also have Hero Points that can be spent in order to save a character from death or enable them to perform an action above and beyond what would normally be allowed (such as taking two actions in a single combat round). Hero Points can only be accrued through "heroic" actions, at the discretion of the Gamemaster. What's interesting is that the Player Book, which includes everything needed to play, is only 32 pages long and much of it is taken up with topics other than rules, such as information on the Soviet occupation and how to wage a guerrilla war. The Gamemaster Book is 64 pages long and less than half of its pagecount is devoted to rules. Instead, you get several sample scenarios, adventure hooks, and advice on creating and running a campaign.

The Price of Freedom is thus an object lesson in the virtues of concision. Granted, the focus of the game is quite narrow -- rebels against the Soviet empire -- but a great deal of ground is covered nonetheless. You really could run a successful campaign with nothing more than what's in this box, which, in addition to the two rulebooks, consisted of maps and counters for use in adjudicating large combats. After all, what's a game of righteous insurgency against the godless Commies without the opportunity to engage in mass battles? The Price of Freedom is a game that knows what it's about and provides you with all the tools you need to play many adventures based on its central premise.

But, ultimately, it's that very premise that wrecks the game for a lot of people. For whatever reason, they were unable or unwilling to use the overblown fears of Soviet aggression as a springboard for a different flavor of fantasy roleplaying. Consequently, I never had the chance to play The Price of Freedom back in the day. I don't imagine the situation would be even better nowadays. It's hard, in 2010, to really remember what it was like to unironically look on the Soviet Union as a modern-day Mordor and, for many gamers, the Cold War is about as intelligible as living in fear of Napoleon Bonaparte or the Spanish Inquisition. That's too bad, because I've long wanted to run a campaign about guerrillas warfare against an implacable foe, but I've never managed to find the right inspiration to do so. For someone of my generation, the USSR seems ready-made to fill a role that, at the moment, only extraterrestrials could conceivably occupy as well -- except that aliens probably won't have an anthem as strangely compelling as the Gosudarstvenniy Gimn SSSR. Ah well.

Wednesday, June 16, 2010

Retrospective: Paranoia

Paranoia was first released, appropriately enough in 1984. Set in a sealed habitat called Alpha Complex sometime in the future after a nuclear war has destroyed human civilization, the game centers on the missions of "troubleshooters" working on behalf of The Computer, an artificially intelligent machine that acts as lord and God of Alpha Complex, both maintaining it and protecting against enemies internal and external. Paranoia's central joke -- the game is, after all, a broad satire of the Cold War and then-contemporary culture -- is that The Computer is insane, having ordered human society within Alpha Complex into something humorously inhuman and who sees imaginary enemies everywhere, most especially from secret societies (such as "Commies") and mutants. Naturally, all player characters are both mutants and members of secret societies as well as troubleshooters, fostering an atmosphere of madcap secrecy and dissimulation that plays nicely into the game's central premise.

Consequently, the missions on which the characters are sent by The Computer are often absurd, based on false premises and riddled with untruths, half-truths, and outright falsehoods, because the society of Alpha Complex largely functions by lies agreed upon. Thus, characters, as well as NPCs, must continue to say and do the "right" things, even when they know that those things are mistaken or incorrect, because, to do otherwise runs the risk of one's being denounced as a traitor and executed. And while Paranoia provides each character with six clones, thereby making it easy, both rules-wise and in the game's setting, to replace a dead character, self-preservation is nevertheless a prime motivation for many, if not most, characters, especially if it can be achieved at the expense of another character's own quest for the same.

It's here, I think, where a large fault line in Paranoia lies. Paranoia is an unambiguously "confrontational" game. Or perhaps it might be better better to call it "competitive." Regardless of the term used, the GM most definitely is out to get the player characters and player characters can advance by backstabbing their fellows. Now, those of who enjoyed Paranoia recognized this dynamic as all part of the fun and, given that Greg Costikyan was one the game's designers (along with Dan Gelber, Ken Rolston, and Eric Goldberg), I think it's safe to bet that this dynamic was intended, at least in part, as a commentary on the way many roleplayers enjoyed their hobby. However, not all gamers, then or now, find Paranoia's explicit encouragement of slapstick-riddled betrayal to be enjoyable. Indeed, I've known several roleplayers who considered Paranoia to represent everything they hate about the hobby and their fellow gamers.

Now, I've always had a soft spot for Paranoia, in part because it plays to my strengths as a referee. I'm good at creating quirky, possibly insane NPCs and portraying them in an amusing, if slightly sinister, fashion. Likewise, I have little difficulty switching between Three Stooges-esque hijinks and black humor, both of which are, in my opinion, essential to a good Paranoia game. Note that I didn't say "campaign." While there are rules in the game for improving one's character over many adventures, I can't recall ever using them. Likewise, though I've played the game many times over the last 25 years, I've never run anything more elaborate than extended one-shots with it. I'm not sure that Paranoia could be played over the course of many adventures, except in very special circumstances. Instead, like many humorous RPGs, I enjoy it most as a change of pace, a "palette cleanser" to be played between longer campaigns of a more "serious" sort.

Which reminds me: a note on "seriousness" seems in order here. Paranoia is a humorous game. On the face of it, you're not supposed to take any of it seriously and I think that attempts to play the game straight bleed some of the joy out of the game. At the same time, I don't think there's any question that, like all satires, its designers meant for its critiques and commentary to elicit thought and examination about the real world. The jokes here aren't all just pratfalls and Warner Brothers-style lunacy; they're intended to serve a purpose.

In my opinion, it's here, rather than in all the player vs. player and players vs. GM silliness, that Paranoia's biggest fault line lies. Many gamers -- and rightfully so -- don't want a RPG to be used a platform for political discussion (or diatribes), however thoughtful or amusingly presented. In the hands of an unskilled referee or one with a transparent agenda, I suspect Paranoia could prove a very unenjoyable experience for many players and that's the game's real Achilles heel. However, to eliminate the political/social satire would similarly drain away the much of the zany genius that makes the game so appealing to those of us who love it. It's a fine line, one that many referees simply cannot discern, making a good Paranoia adventure difficult to pull off. But in the hands of the right referee, it can be a thing of beauty.