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SPI’s Universe was, as previously mentioned, a foray into science fiction roleplaying. Included in the box, the Interstellar Display, a poster-sized, astronomically accurate (by 1980s standards) map depicting all known stars within 30 light-years of Earth. Unlike Traveller’s star maps, the Interstellar Display took into account that space is three-dimensional, not a paper-map-friendly two dimensions. It was very eye-catching and it makes me sad nobody seems to have ever take a high-resolution scan of the whole thing. The best I have found is this scan of the box set at Wayne’s Books.



Two-dimensional displays of three-dimensional volumes quickly get cumbersome as the volume increases and the number of objects within that volume soars. 30 light years is a reasonable compromise between having enough star systems to be interesting and not having so many as to be unreadably busy. GDW’s 2300 AD opted for 50 light years, encompassing about five times the volume, and their map was pretty crowded.

The Universe map is long out of print but happily Atomic Rockets is happy to fulfill your star map needs.



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Unable to purchase Chaosium’s RuneQuest outright, Avalon Hill instead licensed rights to publish a new edition of the game. Unfortunately, for various reasons the hoped for sales synergy between Chaosium’s established product and Avalon Hill’s market presence failed to pan out. Nevertheless, nobody could deny Jody Lee’s art for the Deluxe Runequest box was exquisite looking.

Jody Lee delivered arguably the best RPG cover of the era, using as her models Kate Elliott and Elliott’s husband.

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George MacDonald and Steve Peterson’s 1981 Champions is Hero Games’ superhero rpg. I think I first encountered it with the second edition, which means I missed the heady days when one could put a multipower into an elemental control. I assure you that makes sense. I played Champions avidly across third, fourth, and fifth editions, ultimately moving on once its increasing complexity exceeded my capacity to keep the rules straight.



The aspect of Champions that endeared it to me wasn’t the moral certainty it offered that every possible problem can be solved with the right application of skin-tight garish clothes, bare fists, and laser vision, although that is comforting. Champions was the first system I encountered where character generation was fully points based, entirely under the player’s control. The only thing between player and a perfect character was flawless comprehension of the rules and an ability to convince the game master that the clearly abusive interpretation of the mechanics one proposed was reasonable. Although I am in no sense a control freak, I loath being in any was dependent on factors that are imponderable, unpredictable. random, and/or outside my command. The ability to craft characters precisely offered Champions and the Hero Games rules derived from it played into my preferences.
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Dream Pod 9’s Heavy Gear RPG depicted the ongoing struggles between Terra Novan factions as that world recovered from an interregnum that followed Earth’s retreat from empire. These conflicts often focused on Gears, Landmate-like piloted mechas. I liked the game mechanics but being hooked on Masamune Shirow’s manga at the time, mostly used the rules to try to design Tachikomas with a system that was never intended for that purpose [1].

The Heavy Gear product line cover designs were unusually eye-catching, unambiguously identifying the brand at a glance [2]. No customer ever had a problem picking out Heavy Gear products, regardless of where they were shelved.

One day, I decided to test just how recognizable the Heavy Gear products were. I handed a copy to a customer and had him walk away from the store until I could no longer recognize the Heavy Gear rule book.

The test failed because buildings and hills got in the way before resolution was a factor.

1: I could have used it as an Appleseed RPG but that never occurred to me.

2: And not in a ​“I’d better make sure that’s not the first thing people see when they enter the store.”
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Mark Rein*Hagen’s 1991’s Vampire the Masquerade offered players the opportunity to play lugubriously morose undead, cursed with eternal youth and abilities beyond those of mortal kind, generally with supernatural beauty tossed in there as well. The only distraction from their melancholy, endless backbiting politics. Basically, Drama Students: the RPG.

I could and have made fun of many aspects of the game, from the designer’s splat to the game mechanics, but VtM did one thing extremely well. VtM was in its self-conscious 1991 way a lot more inclusive than competing RPGs and it sold buckets loads to women. It was also pretty popular with the queer kids as well.

This shouldn’t have been exceptional in 1991 and yet it was. Women make up half the population. Games unlikely to sell to women leave half the money on the table but until Vampire came along, the best one might encounter was games that weren’t actively hostile to women gamers. Others made it pretty clear they considered women second class or possibly mythical. White Wolf was a notable exception.
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And now for something more positive: ten awesome little moments in RPGs, beginning with a very self-serving one.

Bruce Baugh, Rebecca Borgstrom, Christian Gossett, Bradley Kayl and Michelle Lyons’ 2004 Ex Machina was a cyperpunk roleplaying game, published by Canadian game company Guardians of Order. It got a very favourable review from BoingBoing. It was also my first professional editing credit.


It only took me a quarter century of playing and selling RPGs to get into the design end of things.

It was a very educational experience for me:

Always back up your projects: After a month of working on this, my computer suddenly died with my only copy of the file. As it happened, my brother was able to get it working again but since then I’ve been diligent about off-site backups.

Reality is always worse than you think [1]: There were a couple of details I thought were implausibly dystopic that Michelle revealed were taken from real life.

Amazon does not care: This may be my only Amazon credit. They spelled my last name ​“Micoll”. Never got it fixed.

Reality is always worse than you think [2]: Guardians of Order tossed a lot of work my way. At the time it was flattering. In retrospect it was more likely because I was available, enthusiastic, and gullible enough to accept payment terms that let them get six months of work out of me before owner Mark C. MacKinnon admitted they had no means to pay me. Since I declined work I could have been paid for to focus on GOO stuff I didn’t get paid for, I figure I got screwed two different ways.

But still! I have professional gaming credits and physical artifacts to which I can point!
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Once a dominating figure in table top wargames, by the early 1980s Simulations Publications, Inc. had by means of a series of extremely bold decisions a desperate need for an infusion of cash. Who better to appeal to than the young company who by creating roleplaying games had contributed to SPI’s increasing challenging environment? SPI borrowed $425,000 from TSR. What could go wrong?

I remember sitting in RAFM’s lunch room reading a Gygax Dragon editorial in which if I recall correctly he angrily denounced Origins as an SPI/Avalon Hill anti-TST plot. It may be at least some elements of TSR were not entirely fond of SPI. In any case, SPI did have two RPGs (DragonQuest and Universe) and that made them a competitor.



Two weeks later, TSR called in their loan. SPI could not pay. RIP, SPI.
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Peter Adkinson’s 1992 The Primal Order, was Adkinson’s basement publishing company Wizards of the Coast debut product. The supplement was a fairly comprehensive take on integrating god-level entities into roleplaying campaigns. In fact, it was a bit too comprehensive.

To ensure utility to as broad a swath of gaming as possible, the product included conversion stats for the following systems.

Advanced Dungeons & Dragons (both 1st and 2nd edition)
Arduin Grimoire
Ars Magica
Chivalry & Sorcery
Dungeons & Dragons
GURPS
HârnMaster
Hero System
Palladium Fantasy Role-Playing Game
Pendragon RPG
RoleMaster
RuneQuest
Shadowrun
Synnibarr
Talislanta
Torg
Warhammer Fantasy Roleplay
WarpWorld

The process by which WOTC consulted with the IP owners was somewhat flawed. To quote Adkinson:


We never specifically excluded Palladium from such discussions, it’s
just that we only *included* game companies in such discussions if a
gaming rep was online, the company was local, or some other
convenience arose.

Palladium Games was and is famously protective of their IP, even in circumstances where one might not expect extraordinary diligence to come into play. Silence is consent is not the way to bet with Palladium Games. In fact, Palladium objected quite strongly to WOTC’s use of their IP and sued the infant game company.

It could have been the end of WOTC! Although it wasn’t, thanks in part to a collectable card game they’ve had some success with.
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Frank Chadwick’s 1988 Space 1889 was GDW’s foray into Steampunk roleplaying, although as I recall Jeter had just coined the term ​“steampunk” and it wasn’t applied to Space 1889. Instead, this planetary adventure RPG, set in a Victorian era where implausible physics handed spaceflight to 19th century humans, got the tag line ​“Science Fiction Role Playing in a More Civilized Time.“

Since this was a time when, for example, women in most nations barely had rights, sixty million or so Indians starved to death under the British, the Belgians were busily converting the Congo over to a severed-hand based currency, and the North American settler nations were enthusiastically genociding their way to the West Coast, it does raise the question of from whose perspective the 19th century could be said to be more civilized, and what precisely there was to be nostalgic about.
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Sandy Peterson’s 1981 Call of Cthulhu introduced legions of gamers to Cosmic Horror. Despite the tendency of campaigns to end with madness and total party kills, the game was for a long time Chaosium’s most popular product. It has had seven editions and was always well supported, even in its publisher’s most dire moments. As well, a number of top-notch products are available from third parties. If you’ve ever want to play a character who learns too much for comfort before dying horribly – or worse – this is the game for you!

The small fly in the ointment is that the rich game setting has as its foundation H. P. Lovecraft’s deep-seated horror at discovering Italians exist. In fact, the list of races of whose existence Lovecraft approved is very very short, and the list of races he despised was very very long, almost all inclusive. He managed the remarkable trick of being incredibly racist by the standards of America in the early 20th century, when lynching was frequent, as were anti-Asian immigration laws, and the forced deportation of millions of American citizens for being of the wrong race.

Of course, Lovecraft’s almost universal xenophobia is only obvious if one actually reads his fiction. Or poetry.

There are a number of ways one can deal with problematic source material. One can simply ignore it and hope one’s patrons never read the source material. Vigorous denial is quite popular in some Cosmic Horror critical circles. Game companies lean a different way, which is why one sees tweets like

Let me get this straight. In Fate of Cthulhu we specifically pointed out the racism of HP Lovecraft because well, he was a racist motherfucker, and we couldn’t in good conscience ignore that.
https://twitter.com/sblackmoor

and products like Harlem Unbound, which acknowledge that particular elephant in the room.

Linky version here
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This may be a misnamed series, because in this case the detail I am very sure I know exactly what the company was thinking.

R. Talsorian's Cyberpunk (later Cyberpunk 2020) adapted the cyberpunk genre to gaming (and did it without getting the FBI coming down on them like a ton of technically illiterate bricks). As far as the game itself goes, it's about what one would expect: lots of focus on the surface details of cyberpunk [1], not much awareness of any depth in the fiction. Ah, well. Nothing stopping players from adding layers to their game.

The reason I single R. Tal out is because their cover art inspired me to think about how I shelved games. A large fraction of my clientele were women and I didn't want the first thing they saw when they came in to be something like this.



I'd like to think this was because I was a particularly insightful but really, it only occurred to me after I overheard two customers complaining about the porn comics another store kept near the register to reduce shrinkage. Cue a bit of reshelving, with the R Tal moved to a side room, and companies like White Wolf and Dreampod 9 in the front.

The reason for the soft core porn art seems pretty obvious: the company thought it would help sell their books, which paints an interesting image of their customer base's demographics. Sure, the art may potentially alienate a fair swath of the people who see it but that's really only an issue if you thought the people it puts off were going to buy it in the first place.




1: And made up slang, which happens to be one of those details that grate on me.
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By popular demand [1], ten WTF were they thinking moments from classic RPGs, which I admit is something of a target-rich environment. I will limit myself to games I've actually seen, which means I get to skip past _that_ one.

The 1977 edition of D&D added an orthagonal good vs evil to the law vs chaos morality axis. While humans got freedom of choice regarding where on either axis characters fell, this was not true of some non-human races, which in turn means there are whole races good people are morally obligated to kill when possible. This is by no means unique to D&D but it gets special credit for being the one to establish it as a trope in table-top roleplaying games.

1: Well, a couple of people, anyway.
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Number ten in my hit-list of cool RPGs that I never actually played: from GDW, Frank Chadwick, Timothy B. Brown, Lester W. Smith, and Marc W. Miller's Traveller: 2300, later renamed 2300 AD. Despite the first edition's title, T2300 had nothing to do with GDW's flagship science fiction roleplaying game. Instead, it was a sequel to Twilight 2000. Three centuries (which the company gamed out) was long enough for humans to recover from the Twilight War, although not long enough to replace the nation-state and empire with something less pugilistic, develop star flight and explore the nearer stars, where it did not take too long to encounter aliens, peaceful and otherwise.

T2300 had many interesting features: alien aliens, an attempt to provide a hard SF RPG, and most notably the Near Star map, which did its best to provide a three dimensional map of the stars within 50 light years of the Solar System. It also had ... issues, from the confusing product name to playtest/proofreading issues that meant that _as written_, nine in ten characters were permanently comatose. Thus the 1988 second edition, renamed, polished, and expanded.



As I recall, GDW even allowed people with the first edition to swap the original box set for the second edition rather than making them pay for the same game twice.

The big background event was an ongoing war between humans and the alien Kafer but near space was a big place and it was possible to run games in regions of space unaffected by the war.

Alien races proved fairly common in our neck of the woods. In fact, there were enough for rather disquieting patterns to emerge. Common pathways for technological species included self-extermination (near miss for humans and Eber, success for the Little Guys and maybe the Medusae as well), and domination by a more powerful species (the Song, the Xiang, and the Ylii, with the Klaxun an edge case because humans had only just discovered the stone age aliens). Humans and Kafer were avid empire builders, keen on dominating other species [1]. Although humans were not aware of the fact, neither humans not Kafers were the most advanced species around: locally, that was whatever created the Pentapods, and on a grander scale there was something building dimensional bridges between the core of the galaxy and the outer arms.

The system was well supported, although the quality of the supplements was a bit hit or miss. Later on, GDW stitched on cyberpunk elements in an attempt to keep up with fashion.

We never played the system as written but we did use it for a locked room murder mystery IN SPACE, and a campaign, both using the HERO system.

1: It happened that humans had characteristics that inflamed Kafer paranoia, so there would have been conflict regardless of empire building.
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Day Nine of RPGs I've owned but never played: John Hewitt & Sherman Kahn's Larry Niven’s Ringworld: Roleplaying Adventure Beneath the Great Arch. Published by Chaosium, using yet another version of their BRP ruleset, this SF RPG offered players with the chance to roleplay in Larry Niven's Known Space [1]. The game crammed a lot of information into the basic set, with even more in the Companion. Production values were very high, as was the price (Something like $130 in current dollars). Yes, that's a Ralph McQuarrie cover. LNRW: RABtGA was also doomed, because scarcely had the game come out before Niven made a lucrative media deal and yanked the rights back from Chaosium. LNRW: RABtGA is very much out of print.

This was one of the games I most avidly anticipated in the mid-1980s and of course I never got around to playing it.


Read my review here!


1: I'd say this was before Niven's colourful eccentricities were known but really, Lucifer's Hammer, with its cannibal armies and asides like "The only good thing about Hammerfall, women’s lib was dead milliseconds after Hammerstrike" gave a pretty good idea of where Niven's head was at.
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Day eight of unplayed RPGs: Frank Chadwick, Dave Nilsen, Loren K. Wiseman, and Lester W. Smith's Twilight 2000, GDW's SF RPG to which history was very unkind. Set in the far-off year of 2000 AD, it depicts the later stages of World War Three, triggered in the east by Soviet-Chinese tensions and in the west by an ill-considered attempt by East and West Germans to forcibly reunify their nations while the Soviet were distracted. This did not go entirely well. Five years into the war, Earth is a much emptier place, and central command structures are, if not broken, under severe strain.

Players are soldiers somewhere in central Europe, stranded after the One Last Big Push That Will Surely End in Allied Victory... didn't. This leaves the players free to pursue campaigns from murder hoboing their way across Europe (which, given the lack of supplies, was unlikely to end well) to trying to get home to a US divided between MilGov and CivGov.

T2000 avoided Chadwickification--the tendency of any RPG Frank Chadwick had a hand in to slowly become a military RPG--by being one right from the get-to. It was pretty well supported by GDW. New editions appeared as various key elements of their future history were superseded.



A non-WWIII variant, MERC 2000, provided rules for Murder Hobos for Hire in a more peaceful world, which was mainly notable because one of the source books used Canadian Tire money instead of actual Canadian currency.



GDW even provided an element of hope, in that T2000 tied into a sequel I will get to, one in which the Earth recovered from the Twilight War. If not Chadwickification.
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Day seven of unplayed RPGs: Steve Perrin, Sandy Peterson, and Yurek Chodak's Elfquest. Published by Chaosium, Elfquest was set in the world of Wendy and Richard Pini's Elfquest, an independent comic that had been running since the 1970s.



I was not a particular fan of Elfquest as I did not care for the art [1] -but- this was a Chaosium product which meant I could scavenge elements for other BRP games.

Elfquest is set on another world. I think the elves began as castaways on a primitive world. Ah, a quick check of the Wikipedia entry says it's more complicated; starships were involved but so was time travel.

By the present day of the comic, the elves were very low tech, compensated by their access to potentially powerful magic, and had divided into a number of contending tribes. The situation was complicated by the presence of humans, who were not especially fond of elves. The elves returned the sentiment--I think there was an episode where humans appeal to elves for help and the elves sent them on their way to die elsewhere.

1: A customer of mine worked for Nelvana, I think, and she mentioned attempts to animate the Elfquest characters as drawn put them soundly in the Uncanny Valley, which might explain why nothing came of the project.
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Day Five of Unplayed RPGs: Niall C. Shapero's SF RPG Other Suns. Game mechanics were a very detailed, math-heavy cousin of BRP. The setting drew on popular SF of the time (More the Mote in God's Eye and Space Viking side), with the twist that when the heavily-armed Terran Empire encountered the vast, alien community that dominated a third of the galaxy, they were promptly and immediately defeated. Twice. Currently, humans have a collective government but functionally, humans fall under the purview of three alien regional governments.

Said aliens for the most part curiously similar to humanoid animals for the most part, which makes this one of the earlier furry RPGs.



The aliens were also available as PCs, so anyone not wanting to play a member of a second tier group notable mainly for being homicidal bastards who almost crashed civilization could select something more palatable. Seriously, why play a naked ape when you could be a telepathic fox person?

A vast variety of weapons was provided, despite which the example of combat provided in the rules ends with the example character (a human) getting arrested for murder. Also provided, planet generation and ship building rules, which I had a lot of fun playing with.

FGU supported the game rather poorly.
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Day Four of Unplayed RPGs: Tri Tac's Fringeworthy, in which player characters explore a variety of alternate universes, courtesy of a network of alien portals. What I remember about this was the excessively detailed combat system.

Designer Richard Tucholka was once turned back at the US/Canadian border, not because Canada Customs thought his map tube (a repurposed rocket launcher no longer functional for its original purpose, iirc) was a bit weird but because they felt his personal dice collection had too many dice and was therefore deemed suspicious.
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Day Three of Unplayed RPGs: Chaosium's Stormbringer! This was a licensed product based on Michael Moorcock's Elric of Melniboné secondary world fantasy series. The game engine used modified Basic Roleplaying mechanics; in particular, magic worked very differently in Stormbringer than in Runequest. Characters could come from a wide variety of backgrounds; power-gamers preferred certain back-grounds over others because there was no pretense of game balance between them.

Meeting Elric and his soul-eating demon sword was not recommended. In fact, although it was best not to think about it, all PCs who did not somehow flee their home plane were ultimately doomed thanks to the well-meaning, mopey albino protagonist of the series.

There have been many editions of Stormbringer, and the related RPG Elric!










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Day two of obscure classic RPGs I've owned but never played! In most games, the PCs are functionally apex predators. Not so in B. Dennis Sustare and Scott Robinson's Watership Down-inspired Bunnies and Burrows, in which you play a rabbit, a tasty, tasty rabbit. Filled with legitimately innovative game mechanics, it provided a combat system the rabbits were very ill-advised to use, as well as a skill system hampered only by the fact the rabbits were, well, as smart as rabbits. Human NPCs fill the Cosmic Horror niche: enigmatic, powerful, and deadly.

B&B has had at least four editions of which I am aware: the original (unburdened by production values, which you could get away with in the 1970s), the FGU edition (the edition I had), the GURPS edition, and the recent Frog God edition, which is still in print.




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