“Imagination
will often carry us to worlds that never were. But without it we go
nowhere.”
– Carl
Sagan
Jennell
Jaquays passed away on January 10, 2024, after
battling
Guillain-Barré
syndrome. I
never met her, never corresponded with her. She left behind a
rich,
enduring
legacy of work for the roleplaying game and computer gaming
industries as
well as advocacy work
for LGBTQ rights. Although
I have a few vintage copies of Judges Guild materials, they don’t
include Jaquays’
Dark
Tower
and
Caverns
of Thracia (something
I should remedy for my collection of “old school”
Dungeons
& Dragons
material). But
one
piece of her
artwork served as a major inspiration for me: the amazing full-color,
double-sided
1
7x
22
map of downtown Mos Eisley starport and the infamous cantina included
in the first
Star
Wars Roleplaying Game
adventure
Tatooine
Manhunt.
When
the
adventure
released in 1988
Star
Wars
barely
occupied an
awkward
place in popular culture such
as it was back then;
a fad of earlier times, a lingering has-been media property most
kids had grown beyond.
Many fans kept their treasured action figures, trading cards, board
games, paperbacks,
and comics,
but they’d been eclipsed by other interests.
The
roleplaying
game helped resurrect some
enthusiasm
for
Star
Wars
among
devoted
fans,
but
the game license was considered “dead” by some at West End Games
when in 1991 Timothy Zahn’s novel
Heir
to the Empire
released...and breathed new and
prosperous
life into
that galaxy far, far away.
For many
gamers in
those bleak, pre-Zahn-novel times
the roleplaying game rekindled our love for Star
Wars
with its reprinting of long-forgotten movie stills and pre-production
sketches,
familiar
starships, planets, and character archetypes, and thrilling action in
a universe where our own adventures happened just off screen. It
inspired
us to
escaoe
to
and explore the universe we’d loved so much, even allowing some of
us to officially create new material to expand
it.
|
Jaquays' cantina floorplans. |
Tatooine
Manhunt
was perhaps the last product I bought from the venerable Branchville Hobby shop just down the road from where I grew up in suburban
Connecticut. The adventure was the first supplement I bought after
the original
Star
Wars
game’s hardcover rulebook and sourcebook release
in 1987. The game’s earliest adventures were saddle-stitched books
with a card-stock cover, a strip of counters for the popular Star
Warriors
wargame, and a folded 17x22
double-sided, full-color map insert (all requiring the book to be
shrink-wrapped). Those early adventure maps enhanced the game and
fired the imagination: the schematics for a Lambda-class
shuttle, star-liner
deck plans,
Victory-class
Star Destroyer plans, and, of course, Jaquays’
map of Mos
Eisley and the
cantina.
|
Map detail: the cantina (16) and Market Place (5). |
One side
depicted the starport’s “Central Section” with numbered
locations, all keyed into the adventure’s early
chapter
detailing the setting and resources (and trouble) heroes might find
there. The
maps are works of art,
created
in an age before computer graphics
and
layout. The downtown map depicts a maze of alleys, raised walkways,
an occasional courtyard or plaza, a few larger, straight
thoroughfares, and a some obvious docking bays (including the
infamous Docking Bay 94). Stippling indicates
sand patterns clinging to building walls and meandering across the
streets, and calls
out details on beveled building edges, struts, and numerous domes.
The level of detail is amazing. Look closer and you’ll find careful
touches: speeders parked outside Spaceport Speeders; colorful awnings
around the Market Place; stairwells
leading down into cooler dwellings; moisture vaporators tucked away
in corners and alleys; and bits of junk, bins, and debris peppered
throughout the map, all helping to bring the place to life. The
cantina map, looking like it was scaled for use with the official
25mm miniatures, syncs
up
with scenes from the film. Even
the cantina has the stippled sand texture around every piece of
furniture, wall edge, and even snaking across the floors. I’ve
treasured every copy of that map I’ve come across over the years.
If
I could I
would
have walked off with a pile of those maps,
both to hoard and give away to friends and fans. I still have a few
floating around my game collections, maybe
even one tucked away in my diorama box. I
really need to find a spare and have it framed.
|
Map Detail: Docking Bay 94. |
The
original rulebook and sourcebook
provided
the basic information about the Star
Wars
universe – weapons, equipment, vehicles, starships, aliens, beasts
– but didn’t offer much
about specific adventure locations. The Mos Eisley maps gave
gamemasters a rich, specific setting in which to play, numerous
buildings beyond the 22 noted in the map key and described in the
adventure, alleys and avenues for chases, docking bays for escape
objectives, and plenty of room for gamemasters and players to add
their own depth. The
cantina map also helped players visualize the place where their
Tatooine escapades inevitably drew them. Both were graphically
detailed, wonderfully rendered, and pieces of artwork in their own
right. The map and the associated location source material remain the
central reason why I still think Tatooine
Manhunt
is the third most influential d6
Star Wars Roleplaying Game
products.
|
Map Detail: Grungy back alley. |
The maps
formed the basis not only of
my
own gaming group’s misadventures in that first published scenario,
but inspired me to revisit Mos Eisley countless times in game
sessions. Few things inspire players more
than
spreading
a cool map in the middle of the table and giving them free reign to
explore it...all while other forces work against them according to
their own motives. For
those new to the “expanded universe” with
experience
only with the films available in those days, Mos Eisley was a
familiar starting point to a galaxy full of adventure. Jaquays’ map
was
essential to bringing
that to life.
|
The mini-game map at right; can you find the corresponding section on Jaquays' map on the left? |
When I
worked at West End Games from 1993-98 the Mos Eisley map surfaced
several times as iconic artwork illustrating the game universe. The
company
reprinted
both maps in Galaxy
Guide 7: Mos Eisley,
but in grayscale in
a smaller format; Mos Eisley reduced to fit on an
8.5x11-inch page, the
cantina only a half-page illustration...not
terribly impressive. In 1997 the Mos
Eisley Adventure Set
box included a
reprint of the
original full-color map along with Galaxy
Guide 7,
a
booklet of short adventures set
in Mos Eisley,
and 12
metal miniatures. The
map also
formed the basis for the Mos-Eisley
Shoot-Out
promotional mini-game released on
the eve of
West End’s
bankruptcy. For
a quick promotional flyer the company didn’t want to commission any
new artwork, so
it used
existing assets and put an in-house writer in charge of condensing
rules, scenarios, and ad copy onto a double-sided 11x17
folded piece (that person being
Yours Truly). Setting the skirmish
game in one of the most infamous
Star
Wars
locations made
sense, especially since we had Jaquays’ map to use as a game board.
|
Yours Truly at left running a game on the Mos Eisley diorama at a convention in the mid 1990s. |
Doing
conventions for West End I wanted to design a showpiece game
diorama
where I could run quick Star
Wars
roleplaying
encounters in a familiar setting with the company’s hoard
of 25mm painted miniatures. What
other familiar
setting
could offer a docking bay, public square, cantina, and labyrinthine
alleys all ripe for different kinds of encounters? I was working with
a 3x6-foot base, so I looked at the Mos Eisley map, determined what
would fit the space at 25mm scale, and transferred the street plan to
my base, modeling buildings as best I could to imitate what I saw on
the top-down
map. The result was my traveling Mos Eisley diorama, which I hauled
around to different conventions to run demo games in the late 1990s.
I still have it stored beneath my wargaming table and set it up every
now and then: you can find photos of that and my other crafting work
at “Schweig’s Gaming Roadshow Gallery.”
The
continuity established by those first
maps of
Mos Eisley has
long since faded,
ignored by some out of convenience, then swept away after Disney
acquired Lucasfilm and erased all “expanded universe” material
from the core film-based canon,
enabling
new storytellers to create their tales.
Other maps of the infamous starport have since appeared, rearranged,
re-imagined,
with new
details,
in isometric formats no-doubt computer enhanced for clarity. For fans
of the original roleplaying game like me they pale in comparison to
the sheer sense of wonder Jaquays’ first maps gave players
as they started exploring the galaxy far, far away with their own
gaming adventures.
|
Map Detail: Used speeders for sale. |
Each
person has their own unique
perspective,
even among those who share particular experiences. Many have shared
reminiscences of and
tributes to
Jaquays since her passing, each a facet of her life we might have
missed but can still appreciate.
For
me her
map of Mos Eisley will always embody that first sense of excitement
returning to familiar territory in the
Star
Wars
universe after years of languishing, all but forgotten. Even
today the map reminds me of numerous roleplaying game adventures run
in that setting, of games hosted on the starport
diorama
I built, of how central the game was to me as a writer, creator, and
fan. While the original rulebooks got me started, my real journey
began with inspiration from that map. Clear skies, Jennell, wherever
you may fly.
“All
we have to decide is what to do with the time that is given us.”
– Gandalf
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