The recent release of S. John Ross’ HexPaper Pro reminded me
how much the technological advances of the Internet Age have enhanced
our collective gaming experiences. It wasn’t too long ago – in
what I like to call the “Golden Age of Roleplaying” (the early
1980s) – that some of us purchased pre-printed character record
sheets and hoarded graph paper given our limited resources and lack
of home publishing technology. Today computers, printers, and the
internet give us seemingly unlimited access to printable game
accessories (paper minis, graph/hex paper, maps, adventures), PDF and
print products available through online e-storefronts, and to a
worldwide community of fellow gamers.
We
wrote down character information on ruled sheets of loose-leaf paper
scavenged from school binders and notebooks; some folks still prefer
a sheet of lined paper over printed character sheets. I often
wondered if I should buy the official TSR D&D
and AD&D
character sheet packs, only to dismiss it as an extravagant expense
for a resource we’d quickly deplete. Even if the D&D
Basic
rulebook came with a blank character sheet (it didn’t, though it
included one filled out with a sample character’s stats), we would
have been hard-pressed to find a photocopier; they weren’t as
ubiquitous in school and public libraries, and most dispensed slick
paper that proved almost immune to writing with any implement (as
well as clean erasure). Eventually my brother and I found a basic
solution. He’d received a
toy printing press as a present one year, the kind with the drum you
turned with rubber type. (The magic of the interwebzes tells me this
was a Superior Star Rotary Printing Press.) Our
dad, always supportive of our hobbies, worked in tech support (what I
thought at the time was “Texaport”...which,
of course, has since evolved into Information Technology) and often
came home with the ends of perforated computer paper too short to
print out reams of reports; he had a pile of this paper cut exactly
to size for the toy printing press. So we spent an afternoon
typesetting rubber letters to form a very basic character sheet. We
ran off a ton, which we proceeded to use to practice navigating the
character-creation rules of both D&D
and AD&D,
make our own (often disposable) characters, and, with those we didn’t
use, transferring some to the status of non-player characters (NPCs).
Fast-forward 35 years and we see how the Internet Age, with nearly
ubiquitous access to computers, printers, and the internet (at least
in middle-class Western society) has transformed the landscape for
gaming resources. Today we print everything we want. Talented gamers
make their own customized character sheets for games – and their
house-ruled variations on those games – beyond the PDF character
sheets publishers make available for download on their websites. One
can find, download, and print all kinds of roleplaying game
resources: character sheets, maps, character portrait clip-art,
optional rules, graph and hex paper, even entirely new imaginings of
classic rules as well as original rules. I’m not even touching the
host of free PDF adventures, print-and-play board games, and
printable miniatures available online, including font-based ones to print at any size from Ross’ Cumberland Games and excellent minis
from across the genres from Khairul Hisham’s Patreon pages (and
that’s just a small sampling of print-and-play miniatures resources
out in the wider interwebzes). I’ve seen printable models for
dungeons, floorplans, houses and terrain for use with roleplaying
games and wargames. The possibilities for gamer resources seem as
endless as the wide expanse of the internet.
Technology and the internet affect many aspects of how we game today.
I’ll offer an example from my own explorations of solitaire gaming
and the Old School Renaissance (OSR). A while back I discovered
Warriors of the Red Planet, an OSR game with a swords and
planets setting similar to Edgar Rice Burroughs’ Barsoom
series. I’d heard about the game while reading some news release,
forum, or social media item on the internet. I ordered a
print-on-demand copy of the book from Lulu.com. After reading the
game I sought to run a solo adventure using some play aids I found
online; I downloaded a character sheet online and printed the PDF.
Then I created a small journal from a few pieces of graph and hex
paper I printed out from a website, folded, and stapled into a
booklet. Back in the 1980s I wouldn’t have had this experience
relying on the technology and distribution networks of that time;
today it doesn’t merit a second thought.
I suppose folks who entered the roleplaying game hobby in the
Internet Age take all this for granted, and that’s fine. What
technological innovations will affect the pen-and-paper roleplaying
game hobby in the next 35 years? Will the hobby even exist as such
after that time, with games and players migrating to electronic
formats, social media, and other leisure pursuits altogether?