I’m culling some of my roleplaying game library and reorganizing
the shelves to put more relevant material in more central areas. In
doing so I uncovered a few intriguing artifacts I often forget about
yet keep for various reasons. Some come from an appreciation of the
designers, others for the significance of the games in the overall
context of adventure gaming’s history. They offer an interesting
window into what engaged me as a gamer over more than 35 year in the
hobby and the diversity of publishing efforts from a variety of
sources.
Cthulhu for President Pack: I ordered this by mail way back
in 1992, possibly the first year Chaosium offered it. Despite leaning
in one particular political direction thanks to my wife’s
enlightening influence, I still staunchly believe in the Elder Party
ticket. This packet came with a button, posters, leaflets, Elder
Party membership card, and other goodies. I’m resisting the
temptation to print a slew of flyers to leave around town, but I’m
afraid they’d figure the guy with several Cthulhu-themed t-shirts
and the Cthulhu “fish” on the back of his car was stirring up
trouble....
Risus: I love Risus: The Anything RPG and
admire creator S. John Ross’ contributions to the broad gaming
landscape as an independent publisher and designer (and, personally,
as a friend). Organizing my game shelves I collected several bits of
Risus goodness that now reside together. One of the true
artifacts is a photocopied, stapled booklet of the Risus rules
(including the Big List of RPG Plots) S. John Ross gave
me at a convention in Virginia. According to the copyright (1998) he
was living in Fredericksburg, VA, at the time (I was in Honesdale,
PA, one year before moving to Williamsburg, VA, in the wake of West
End’s bankruptcy). Risus has since undergone several
revisions in both text and graphic design, but I keep this booklet to
remind me of S. John’s independent spirit in publishing his own,
quite excellent game without the support of a corporate publishing
infrastructure. Other bits of Risus I own include a print copy of
Pokethulhu, a version of Uresia: Grave of Heaven
published for the late Guardians of Order’s Big Eyes, Small
Mouth anime/manga-themed game, a binder with a color print-out of
Points in Space, and a loose-leaf binder with print-outs of
various editions of Risus, the Big List of RPG Plots,
the solitaire Ring of
Thieves, Pokethulhu, other
projects, and a sheet of notes containing
some of S. John’s
game-writing wisdom.
Alternity: At GenCon in 1997 TSR promoted its
upcoming science fiction roleplaying game, Alternity, by
releasing the Player’s Handbook for the Alternity game in a
“limited preview edition.” The book had no cover illustrations,
just a black background on which the logo, title, and sales copy sat.
It relied on an interesting and not terribly elegant system of
players rolling a d20 as a “control die” and then adding or
subtracting the result of another polyhedral die to represent a
task’s difficulty. I picked up a copy and kept some of the ephemera
for it, including a preview booklet with player and gamemaster rules
and a print-out of co-designer Bill Slavicsec’s solitaire tutorial
adventure. The flyer listed an April/May 1998 release date, around
the time Wizards of the Coast bought a financially failing TSR. The
game still saw release under Wizards of the Coast, though the game
and its handful of settings found (and probably still have) avid
fans.
Promotional Ephemera: I have a host of promotional flyers
and booklets for various games, most of which have since passed into
distant memory. Some offer brief vignettes and character stats to
provide some sense of the setting and mechanics. I particularly like
the ones that include self-contained, quick-start rules with an
introductory adventures to give prospective players some idea of the
mechanics and production values. Gamers sometimes leave these bits of
ephemera by the wayside, yet they’re important in the overall
history of gaming developments to demonstrate how companies previewed
and promoted new game releases.
Foreign Editions: Thanks to my time with West End I
acquired a host of foreign-language editions of gaming products. In
my youth I had a solid command of German – though what remains is
still enough for some basic understanding – so I tended to pick up
German-language materials. Some just have straight translations with
the same artwork and layout, while the more interesting ones have
different cover and interior artwork and different (sometimes better)
production values. I have German-language editions of GURPS,
Paranoia (featuring the “Actung! Satire!” warning
prominently displayed on the box), Die Traumlande boxed
set for Call of Cthulhu, Die Festung auf der Wetterspitze
and Die Gesetzlosen von Dor Rhunen for Middle-earth Role
Playing, and a host of German-language Star Wars
roleplaying and board game materials: Angriff auf Hoth, a
second-edition rulebook. (I also have some Star Wars
roleplaying game materials in Spanish, Italian, and French.)
Raining Hammers: I’d totally forgotten I owned
this. It’s a huge, 400-entry interactive fiction solitaire gamebook
an old friend gave me long ago. I’d completely forgotten about it,
even in my recent explorations of solitaire gamebooks. Although the
Old West has never really engaged my interest, it’s one I’m
currently seeking to explore through gaming; I’m sitting down with
this one soon to play through and see how long I last. The system
provides for both a simple “difficulty roll” based on the
situation or entire character mechanics more like those found in
roleplaying games (a step above most solo gamebooks). It’s going in
the newly established shelf for solitaire game books and interactive
fiction near my “to read” pile and the shelf of games
immediately on my radar (mostly OSR titles).
D&D Ephemera: My World of Greyhawk
folio contains several D&D oddities stashed inside (beyond
the amazing color maps and the gazetteer): the copy of Swords
& Spells I got early in my fascination with D&D
without really knowing what it was about; the cardboard-mounted AD&D
combat wheel from Dragon Magazine; my own D&D
gamemaster screen, four pages of typewritten charts pasted to
cardstock; and the “Weather in the World of Greyhawk” cardstock
foldout section (also from Dragon Magazine) filled with charts
along with my own hand-drawn forms testing the system.
Homemade Star Trek Game: I received
this self-published, unofficial Star Trek: The Next Generation
roleplaying game from someone I knew through my work at West End
Games. The 162-page, comb-binding tome (including cut-out cards for
damage in starship combat) emerged during the height of Star Trek:
TNG’s popularity yet before any corporate publisher had secured
the licensing rights to produce an associated roleplaying game. For
the time (the mid 1990s) it was a well-conceived effort in the
absence of any current game covering The Next Generation era,
though it was soon eclipsed by two such efforts by established
publishers (Last Unicorn Games and Decipher). In briefly perusing it
I realize the game contains some well-articulated guidelines for
roleplaying in the “storytelling” chapter (right up front), the
use of “commercial cards” to enable players to call for a break
in the action or advance the plot to a relevant point, and the
suggestion that players – ostensibly running command-crew
characters – occasionally play the non-player character lower-level
crew members on away teams. It serves as an early example of
professional-level games by what some might consider “amateur
fans.”
Sorting through my roleplaying game shelves I culled a few titles
for sale/trade, mostly books I’d edited or used in freelance
editing reference. I keep some games solely for what I perceive as
their impact on the adventure gaming hobby, things like Vampire:
The Masquerade (which I actually ran once, though not very well),
Shadowrun (as a fantasy dark future contemporary to Cyberpunk
2020), way too many attempts at Victorian-themed roleplaying
games, and All Flesh Must Be Eaten (despite my current
aversion to zombie/horror themes). Some – like Alternity –
are interesting design paths that failed yet have kernels of good
ideas and inspiration. A few I keep as examples of how not to
go about producing roleplaying games (which shall remain unnamed).
Comments....
Want to share some “artifacts”
from your own roleplaying game collection? Start a civilized
discussion? Share a link to this blog entry on Google+ and tag me
(+Peter Schweighofer) to comment.