Remember when roleplaying games came in boxes
packed with multiple rulebooks, cards, dice, and other goodies? What
a a joy to revel in opening that box and celebrating each little
piece that promised to grant us an exciting gaming experience. Yet
how did they get into that gorgeous box in an age before cheaper
Chinese manufacturers and robot automation? Humans put them there.
Humans working in a stuffy, hot warehouse, mindlessly laboring at an
assembly line, putting each component into each box one at a time.
For a short while in that glorious age I was one of those humans.
First someone would unload the two-part
telescoping boxes and open them, nestling the lower portion in the
perpendicular upper portion so the whole package could pass down the
line. Then someone put in a copy of the first Shatterzone
Quarterly newsletter (at the time the main way to build a gaming
“community” much as TORG had with the Infiniverse
newsletter). The next person packed one copy each of the Rule
Book, Players’ Guide, and Universe Guide. Then someone
dropped in one A deck and one B deck of the cards, then on to the
next person for two speckled d10s (“pieces of the Shatterzone”
one designer joked). Then someone closed the box and piled it next to
the shrink-wrap machine to await its final, shiny covering. One
person scurried about all the activity at the long assembly table
ensuring each station had a steady supply of components unboxed from
the nearby pallets. Our production manager pitched in where he was
most needed (not unlike his usual duties), helping to restock
components, manically helping out at a backlogged station, or, more
often than not, running the temperamental shrink-wrap machine.
As a new hire I found this work an exciting part
of the game-creation process, but the novelty soon wore off. The
assembly line was not without its problems. Certain tasks took longer
than others, resulting in backlogs at choke points and resentment
from those behind and ahead in the assembly line. The atmosphere was
stuffy and hot, especially for the poor soul who had the knack to
efficiently operate the shrink-wrap machine (I tried once and failed
miserably while wasting tons of plastic wrap). Management gave us a
sense of urgency; the hot new game of the year often released in
August at Gen Con, the premiere game convention in the United
States...way back when it occupied the Milwaukee Exposition &
Convention Center & Arena (MECCA). The hard concrete floor took
its toll on everyone after a morning and afternoon constantly
standing (though we sometimes used broken-down boxes as impromptu
anti-fatigue mats). Editors and artists grumbled about taking time
away from their regular duties – also on deadline – and resented
those on high-priority projects who got reprieves from assembly work
to go back to their nice, cool office. I think the regular warehouse
staff – considered the lowest employees in the corporate hierarchy
by everyone else – found some satisfaction watching all those
high-fallutin’ artist and editor types sweating away at this
monotonous labor, the final step in the creation of their silly
games.
I don’t recall exactly which components I packed
that first hot summer in the warehouse. At some point I was on dice;
each game got two custom-speckled d10s, but every now and then we
found an odd d6 in there to which the packer was entitled. I don’t
remember if management ever bought us lunch or drinks, though I do
remember a general feeling that management didn’t think much of us
game types (they were too concerned selling pricey imported Italian
shoes...). Depending on the year we had varying levels of camaraderie
on the assembly line; early on our jocular sales manager kept us in
good humor with his antics (not always appreciated by management),
but later both editors and graphic designers, already overworked in
their regular duties, resented the assembly task, especially on games
they didn’t like for whatever reason (it wasn’t theirs, they
disagreed about how it was designed, they had a grudge with the lead
designer...lots of friction between creative types).
The herculean task of assembling boxed games
became a dreaded annual ritual for a while. Though it became more
frequent as West End produced more boxed games – primarily for the
Masterbook series –
it was also relegated more to the growing warehouse staff, though
editors were still drafted to help them on shifts when deadlines were
tight. As game designers the process provided some satisfaction, both
working on the final assembly of a game but also seeing it physically
completed and ready for distribution. Some designers received quiet
resentment for creating games with numerous components to pack; I was
probably the guiltiest, having designed the Star Wars
Introductory Adventure Game with three booklets, dice, several
sheets of perforated cards, character templates, cardstock stand-ups,
and maps, all with a single explanatory cover sheet on top.
During my time at West End – mid 1993 to the
company’s bankruptcy in mid 1998 – we published around 12 boxed
roleplaying game sets incorporating components from rulebooks and
dice to cards, maps, cardstock stand-ups, and actual metal
miniatures. These included Shatterzone, numerous Masterbook
releases (the “Worlds of” Indiana Jones, Bloodshadows, Tank
Girl), The Hercules & Xena Roleplaying Game, Star
Wars and Men in Black Introductory Adventure
Games, three Star Wars Miniatures Battles boxes (Starter
Set, Vehicle Starter Set, Mos Eisley Adventure Set), The
Darkstryder Campaign and Lords of the Expanse setting.
That’s an average of 2.5 boxed sets a year. My first year we only
did Shatterzone, the second the Masterbook-based World
of Indiana Jones and World of Bloodshadows;
after that the company had
fewer reservations about boxed sets, though it probably should have
(The World of Tank Girl
being a disastrous example).
Perhaps West End
continued relying on the perceived marketing prestige of boxed sets
well beyond their time. Toward the end of the 1990s core roleplaying
games came more in high-quality book format – hardcover and
full-color, much like the
“super-mondo” edition of the Star Wars Roleplaying
Game, Revised & Expanded. A
flood of boxed games and settings from industry giant TSR probably
led to its financial troubles in 1997 (primarily from poor sales and
high distributor returns). I
never had much insight into company finances, so I don’t know if
West End produced its boxed sets at a loss or
suffered from high return rates (though
rumors claimed both were true...but we all know “Rumors Are
Treason”). No doubt such
high production values contributed to the financial woes that sent
West End into bankruptcy in mid 1998.
As a gamer I’m still tempted by a boxed
roleplaying game filled with attractive components. I still have
boxed sets for many of the games I enjoyed in my more carefree days:
my Basic/Expert D&D boxes, a host of other TSR games of
that era (Top Secret, Star Frontiers, Gamma World, Gangbusters),
that thick Cyberpunk first edition box, Paranoia, first
edition Call of Cthulhu, Traveller, Tunnels &
Trolls, Pendragon. I still feel a boxed set with useful
components remains essential for any introductory roleplaying
game...apparently so do the producers of the Pathfinder and
current D&D games. For me a box also provided a convenient
container for associated materials like supplements, my personal
character sheets, NPC cards, adventures and scenario notes, and other
ephemera. Opening one of my boxed games gives me a nostalgic trip
back to the days when I could immerse myself in a game for its own
sake without using it as an escape from the overbearing
responsibilities of the modern adult world. In this Internet Age I
fear they’re relics of a bygone time before desktop publishing,
PDFs, and the interwebzes transformed the roleplaying game industry,
fracturing it into the extremes of high-production-value companies
and hobbyists-publishers using PDF and print-on-demand (and everyone
in between). I still wish I could have boxed sets of a few current
roleplaying games – Hero Kids and Ironsworn come to
mind – and in this print-on-demand, PDF, and print-and-play era I
can at least assemble my own. Who knows what new developments will
reshape the face of core roleplaying game components? I am certain,
however, they’re not headed back to the halcyon days of boxed sets.
When I worked at Steve Jackson Games, the closest I got to a "boxing night" was helping to haul already-filled Dino Hunt sets out of an overheated steel shipping container in the August heat of Texas (I'm not sure how the dinosaurs didn't melt because I sure did!), but I heard legends of them doing boxing events where they'd call for gamer-volunteers and feed them pizza =)
ReplyDeleteAt least SJG was near gamer-volunteers. WEG was in the middle of nowhere. Now and then we had freelancers visit who helped out, but the staff still did much of the work.
DeleteMy boxed sets are rather limited. I own the Darkstryder boxed set from WEG. The Twilight: 2000 boxed set, which was rather awesome. My first RPG ever...the Star Trek Roleplaying Games by FASA. And just recently I picked up a boxed set of Star Trek Adventures by Modiphius. It was neat to open it up and see the goodies like in the good ol' days.
ReplyDeleteWe still see rpg boxed sets, just not as often as we used to. Oddly enough, the Spanish version of the Darkstryder boxed set was a hardcover sourcebook with maps and cards bound in...an interesting alternative to a complicated, component-filled boxed set.
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