“All your life has been spent in pursuit of archaeological relics. Inside the Ark are treasures beyond your wildest aspirations. You want to see it opened as well as I.”
– Belloq
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| Following clues to the lost files.... |
MasterBook published a slew of “World of” books tied to various original and licensed settings. These included the “World of” Tales from the Crypt, Necroscope, Species, and the original horror-noir setting of Bloodshadows. Perhaps the most notorious adaptation was The World of Tank Girl (though staff convinced owner Scott Palter not to pursue the Barb Wire movie license...). Few approached the same levels of success when compared to the sales of Star Wars Roleplaying Game products. One might link this to the level of interest gamers had in these licenses, but I’d note the complicated game mechanics discouraged fans from trying associated roleplaying games...whereas the cinematic streamlining of the system for the Star Wars game more easily drew fans into the adventure gaming hobby (though many fans simply bought the sourcebooks for the then-official setting information for their favorite galaxy far, far away). Meanwhile the Star Wars Roleplaying Game line was doing quite well. Where other products released material every few months, the Star Wars game line published three or four products each month.
Eventually West End management realized the D6 System could exist separately from Lucasfilm’s Star Wars license. This change developed from turnover in the creative editorial staff, now dominated by people working on numerous Star Wars game products. When I signed on in the summer of 1993 I was one of only two people dedicated to editing Star Wars products, with two other editors working on other lines (one of whom served as “editorial director” of the department). By 1996 the staff shifted, with one non-Star Wars editor departing and several more signed on to work on Star Wars projects...and other evolving D6 System games. The company abandoned MasterBook and sought to develop new games and licenses using D6. The first title was a generic rulebook for the system, George Strayton’s The D6 System: The Customizable Roleplaying Game. While it set out the rules previously entwined with Star Wars terminology and that setting, it was a necessarily hasty effort to establish the D6 System as a separate rules set. It also lacked a setting to entice new gamers. West End quickly addressed that, releasing Indiana Jones Adventures (1996) – a collection of short scenarios (like the popular Star Wars supplement Instant Adventures) prefaced by a conversion of The World of Indiana Jones rules to the D6 System – and a timely game adaptation tied to the Men in Black film (1997). Strayton further refined and streamlined the mechanics in his Hercules & Xena Roleplaying Game (called the Legend System).
The
Star
Wars Roleplaying Game
line
continued
releasing three, sometimes four publications each month,
including The
Star Wars Adventure Journal
I was editing. But the Star
Wars Roleplaying Game Second Edition, Revised and Expanded
(1996,
but almost 1995...that’s another story) really set the bar high
with production values. The 288-page hardcover book had full color
throughout, something West End had never attempted before. Some books
had spot color signatures interspersed among the black-and-white
pages, most notably the famous in-universe advertisements in the two
earlier editions of the core rulebooks. It
was an impressive core rulebook for the company’s flagship game
line, so
stupendous an undertaking that the staff
nicknamed it “super mondo.”
In
late 1997 we’d hoped to boost the D6
version of the Indiana
Jones
game with a similar “super mondo” treatment. The
World of Indiana Jones
was no longer a relevant core rulebook. Indiana
Jones Adventures
offered
a rules conversion but wasn’t really a rulebook one could hand new
players to get them started. So I drafted a proposal
for a D6-edition
of the Indiana
Jones Roleplaying Game based
on the successful format of Star
Wars Second Edition, Revised and Expanded. My
name appears as the byline on the document, but I’d like to think I
incorporated ideas and comments from the entire creative staff at the
time. (The
book itself would have required staff contributions to make it
through the production schedule on time.) The
pitch focused
on using the “super mondo” approach to Indiana
Jones:
full-color hardcover book; similar sections for players, gamemasters,
adventures, and setting resources; plenty
of color movie stills augmented with original pieces from artists
like Stephen Daniele (“whose artistic touch helped make Indiana
Jones: Magic & Mysticism
stand out”); even
a solitaire tutorial adventure by yours truly (if only a revised
version of “Silver Horus” from my Raiders
of the Lost Ark Sourcebook).
Resources
would have
included
some material from previous sourcebooks revised to the D6
format and additional material to fill out the setting, particularly
from Indiana
Jones and the Last Crusade,
the only one of the three extant films that didn’t yet have its own
sourcebook.
“The
ultimate goal is to include everything needed
to play – rules and source material – in one book.... The
Indiana Jones Roleplaying Game, Second Edition
would be as much a game rulebook as a sourcebook for running
adventures during this era of history.” Not terribly inspiring, I
realize, but the core intent for a project modeled on one of the
company’s most successful core Star
Wars
products.
Okay, so I opened the long lost file folder....
I
finished the proposal in
December 1997 (the “last updated” date on my file); it probably
crossed Palter’s
desk in January 1998. I vaguely recall handing it to him and chatting
briefly about it, but nothing came of it. During the next six months
the company entered a death spiral – despite staff efforts to
promote games and management efforts to solve financial problems –
and at the end of June Palter called everyone into his office to
announce
“Consider yourselves unemployed.”
“Consider yourselves unemployed.”
No
doubt The
Indiana Jones Roleplaying Game, Second Edition
as outlined would have reinvigorated the game line and led to more
supplements. It could never have come close to sales numbers for the
Star
Wars Roleplaying Game
and it certainly couldn’t have saved the company from its dire
financial straits. But it had the potential to promote more cinematic
pulp gaming in the spirit that characterized both the Star
Wars
and Indiana
Jones
franchises. Just
one more of the amazing possibilities that dissipated in the West End
bankruptcy.
An opportunity that slipped
through our fingers.
“I don’t know, I’m making it up as I go.”
– Indiana Jones




