The
#7rpg meme is making the rounds. I am a week behind in participating,
due to a well placed honeymoon in the month of December. To make up
for the fact that I am behind, I thought I would do three memes
related to the #7rpg meme. The first meme I will discuss will cover
rpgs that influenced me in important ways. The second will cover
games I have run and the third will cover games I have played. You
will see some cross-over between the three.
My
first encounter with rpgs was the D&D red box.
I played it three times. In all three experiences, there was the GM
and myself, that's it. Two of the three games were run by the same
friend. While these experiences spurred my muse, I would not say they
played an important role in my development in the world of rpgs. The
rpgs that that have impacted me the most are:
- Worlds of Wonder
- D&D 2nd edition
- Vampire the Masquerade
- Traveller: The New Era
- Kult
- Conpiracy X
- a/state
The
first rpg to make that impact was a boxed set from Chaosium Games
called Worlds of Wonder.
My father brought it home and introduced it to me and my brother as a
tactical game. My brother and I did not understand the game very
well. It did not last very long as a “play thing.” However, I
would spend hours pouring over the three settings and core book in
the boxed set. I was confused by the fact the core book had artwork
that best fit Magic World.
I had no clue that D&D and Worlds of
Wonder were from the same world of games.
The
first game campaign I played in was based in M.A.R. Barker's
Empire of the Petal Throne, published by Judges Guild, using D&D 2nd edition rules.
The game was run by a local teacher, from a school I did not attend,
and held at a friend's house. I was the youngest player at age
eighteen and a senior in high school. While I had read many different
editions of D&D between Worlds of Wonder
and Empire of
the Petal Throne,
there were many things I had not put it all together in my mind. I
may have even read other rpg materials and not realized they were not
for D&D. This game put it all together for me. The group was very
much a classic D&D rpg group, in my mind. Everyone played their
roles and played them well. I learned the nuances of how to play and
how to calculate THAC0.
I
would leave that game for Vampire the Masquerade, 1st edition. Another friend was running it and the crew were
all my age. This group would be another classic example of
stereotypes. We would not begin playing until after dark (mostly due
to everyone's jobs) and would play all night, finishing before
daylight. Players and even the Storyteller had to be awoken at times,
falling asleep during the game due to being overly tired. Characters
did not trust each other and we all plotted with and against each
other. This campaign would last a year or so. The World of Darkness
would become my go to setting and rules system for many years. The
Vampire group would dabble in other games throughout the years, but
nearly all of them were published by White Wolf.
I
spent a year in college and then moved to Memphis. I was introduced
to a gaming group by my roommate, who did not play at that time. The
first game I came to love within that group was Traveller.
They were playing The New Era edition. I had
purchased that book before moving to Memphis and was excited to have
a chance to play it. I knew that this edition was not the first, but
I had no experience with those. After discovering the Little Black
Books, I feel in love with the history of this game. This group
played three times a week and often played two games a night.
GURPS, Marvel Superheroes, DC Heroes, D&D Oriental
Adventures, and Vampire the Masquerade
were all games this group would play. I would even run VtM for a few
of them before moving back to South Bend.
Kult
came out and no one in my group noticed it, including myself. I discovered it
through the old White Wolf house magazine in a series of articles
called, “The Jail of Night” by Paul Beakley. The articles
combined Kult with the World of Darkness. It
intrigued me enough to pick up a copy of Kult.
After reading the book, I understood why someone wrote the articles.
The game just did not appear to be playable. Kult
introduced interesting concepts that I had not considered before. It
pushed the limits of gaming in ways I had never experienced. I spent
hours and days combing the Internet for ideas on how to incorporate
the material into other games or even how to run the game as written.
Those things I read on the Internet would go on to be used in my
special Halloween games. I pride myself on the fact that I nearly
made three players quit those one shots due to the mental imagery I
encouraged them to imagine. At that point in time of my life,
Kult was about finding a way to get to the player
through the character. What would cause the player to mentally react
and be pushed towards, nay past, their person limits? I could not relate to Call of Cthulhu at that time and I desperately wanted a horror rpg. This was it for me. I have used the background of Kult in many games over the years and I still go back to it. Even in the current game I'm running.
The
next game to make a large impact in my life is the original edition
of Conspiracy X published by New Millenium
Entertainment. My roommate of the time and I drove up to Kalamazoo to
hit up a few stores we were told to visit by friends. I poured
through this book on the way home. Conspiracy X
filled the gap in my rpg world that wanted something like
Scanners and other movies or comics I was into at
the time. I think I was even watching The X-Files
by then. I skipped out of the first two seasons, as it conflicted
with gaming. Priorities and all of that. At the end of the book, or
maybe it was one of the supplements like The Bodyguard of
Lies, there as an ad for people who might want to help the
company with things. I jumped at the opportunity! Alex Jurkat
responded back asking me how I thought I could contribute. I inquired
about play testing new material for the game. As it turned it, there
was nothing ready at the time. However, the (new) company had another
game they needed help with - All Flesh Must Be Eaten.
Eden Studios had already published the core book and the Zombie
Master's Screen. They had a Western source book almost
ready for testing. I jumped into the Yahoo Groups, picked up the
AFMBE core book, and prepped my group for what was
to come. Western zombies, kung fu zombies, fantasy zombies, sci-fi
zombies, the group suffered through them all. Fistful O'Zombies would my first writing credit in the rpg world. I
had no idea who this Shane Hensley guy was, but over email he seemed
pretty cool. (He's even cooler in person.) While we were play testing
Fistful, Alex reached out and asked if I could
attend the Origins Game Fair to run demo games. I said, “Yes!”
without thinking about it. I had already booked a hotel room and
bought a badge, but had no idea what I was doing. I had planned to
run two games of Conspiracy X. As it turned it,
one of the other GMs could not make it and Alex asked if I could pick
up those games, too. I agreed to pick them up. I really had no idea
what I was doing, but running six sessions of Conspiracy
X didn't seem like much. In the end, I ran two sessions.
Most of the other sessions did not have players, let alone more than
one or two players.
This
was the beginning of my foray into the rpg world. I would meet many
wonderful people though Eden Studios. Not just Alex Jurkat and George
Vasilakos, but also CJ Carella, Derek Guder, the aforementioned Shane
Hensley, Ash Marler, Matt McElroy, Monica Valetinelli, Angus
Abranson, and more. These would lead to meeting others, such as
Dominic McDowell, Andrew Peregrine, Malcolm Craig, Jason & Julie
Vey, and more (and more and more and more). I have met a number of
great people in this industry, whether they work in it, volunteer in
it, or are just fans. Many have become fast and close friends.
My
next accomplishment within the rpg world would be the forming of Eden
Studios' demo teams. Our primary goals were to run games at Origins
and Gen Con. Derek Guder was my right hand man and boy could we put
together rockin' events. Players would go back to the booth clamoring
for product. This lead to my joining Eden Studios at cons to actually
help run the booth and only coordinate the GMs, not run games. My
teams accomplished a great many things. Derek Guder and I introduced
adult concepts and crossing over game lines to players who were blown
away by the stories we wove. The teams introduced women to gaming,
women who were only interested due to the Buffy the Vampire
Slayer license, and made them feel comfortable at the table
(several demo games were filled with only female players). I worked
with a local comic book writer and game designer, Lowell Francis, to create a highly enjoyable demo game for the never published
City of Heroes rpg. I then coordinated more than
twenty GMs to run the game at GenCon, including se7enteen events that
all started within two hours of each other. Several of those four
hour demo sessions had more than the advertised six players playing
in the games. 17 x 6 = 103 people in the room for this one game!
The
work with Eden Studios also opened the door to help with the
Glorantha project. Before Hero Wars was published,
many volunteers took old scans of Greg Stafford's original works and
retyped them. Being able to read through these old manuscripts was an
awesome experience. To see the creative process occurring in someone
else taught me that I just needed to put word on computer screen and
create. I had been doing it for years, but to actually see someone
else's work, finished and unfinished gave me a push.
I
would go on to put together six products for Eden Studios. For AFMBE,
I coordinated the Book of Archetypes 1 and 2, then
Eden Studios Presents (ESP) 1-3, a generic house
'zine, and finally Worlds of the Dead. George and
Alex gave me opportunities to shine and fail. I did both and am
appreciative of them for giving me those opportunities. They are
great guys and while I currently am not running anything published by
Eden Studios, the Unisystem remains my house system for any game not
tied down to another system.
The
next big thing to rock my world was a/state by
Contested Ground Studios. This was the first indie game that I picked
up and actually enjoyed reading. The dystopian world, combined with
various technology levels, and a giant city that no one could eve
leave was an interesting twist. The setting was combined with a take
on the BRP percentile system and given well produced digital art by
Paul Bourne. I would go on to meet Malcolm Craig, help with play
testing both Cold City and Hot War.
The group of people Malc associated with helped to win me over on the
fact that there were, indeed, cool indie games being produced.
Next
up: #7rpgsplayed!
3 comments:
This has got me thinking...
Been AFK for a while so I've only just noticed this doing the rounds, and I think I might take a stab at something on the subject by the end of the week.
Nice to know I'm not the only one with that experience of Kult...
Most people I know had that experience with Kult. I actually think it may be due to the USA publication of the product, as most of the people I know that ran that game straight were from outside the USA. Plus, with White Wolf being so popular, putting an article in their magazine guaranteed it could be used that way. I would be interested in seeing the article redone for the nWoD setting. I think the nWoD is actually closer to Kult than the oWoD setting.
Paul Beakley's article is still out there on the net for free. If anyone is looking for it and can't find it, let me know.
Well I'm one of those rare folks from the USA who ran Kult straight. Of course as time when by that changed and, as you said, I mix parts of it into a lot of other games that I ran.
I think I need to do a post on the seven games that have affected me the most. Two of them are even on your list.
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