Showing posts with label Company: TSR. Show all posts
Showing posts with label Company: TSR. Show all posts

Thursday, January 13, 2011

RPG Nostalgia (Part II): I was a TSR Zombie

The TSR Monopoly on RPGs

Because TSR was responsible for D&D (Basic, Expert, Advanced), I was fairly certain they were the only company putting this stuff out. But thank goodness they were covering various genres (a word that I didn't even comprehend at that age). Shopping at such magical -- and difficult to get to places (again: Grade School, Kid, Philippines, 1970s) -- like Nova Fontana, Gold Crest, Lil's Hobby Shop, and Squadron Shoppe, and National Book Store (okay, there were many of these, but not all of them carried D&D) I eventually discovered two other RPGs: Top Secret and Star Frontiers.

Top Secret was my first non-D&D purchase, as a classmate had already purchased Star Frontiers. Why waste the money? Eventually, after exhausting the limited genre fiction understandable and available to a grade school student growing up in Martial Law Philippines, I began expanding the boundaries of an ongoing hobby: reading RPGs. I picked up Alpha Dawn, and began collecting whatever available modules there were for my three RPG rulesets.

The obsession never left me. Even when I failed to run those rare game sessions properly. Even when I was waylaid by various gamebook series (Choose Your Own Adventure, Fighting Fantasy Gamebooks back when only Warlock of Firetop Mountain was out, and Be An Interplanetary Spy!).

When I got to high school, I heard rumors about a non-TSR RPG about superheroes. Champions, it was called. I was intrigued, but never actually got to see it (except as an ad in someone's oh-so-rare Dragon magazine) until I got to the U.S.

Of course by then it was Champions 3rd Edition, since I fell in with other gaming groups with other preferences. I often wonder what my reaction would have been if I'd been able to experience a 1st Edition Champions game in the Philippines in  my formative gaming years.

But that's okay. I learned about gods from various pantheons, practiced pronouncing words like Yazirian, Vrusk, and Dralasite, and became familiar with the game superiority of a 9mm Browning High-Powered Self-Load pistol.

RPG Nostalgia (Part I): Dungeons, Dragons, Modules, and Rules

Am helping out in a project. RPG.net's Shannon Appelcline is working on a history of RPGs and needs covers -- which is why I'm scanning in books from my collection piecemeal and e-mailing them off.

In the process, I find myself being taken down my gaming memory lane in not-so-sequenctial order. The experience is making me wonder how I got drawn into this hobby and what kind of RPG elements interest me. Let me post some of these covers and share my thoughts an memories with you.

Module T1 -- The Village of Hommlet
Ah, my first RPG purchase. Or rather, the first RPG purchase that I asked my grandmother (God rest her soul) to purchase for me.

I was a young boy studying Karate at a friend's house and encountered them playing a game that I would later discover was AD&D (after much wheedling and whining). Since this was the Philippines during the 70s, I faced three obstacles: availability of the source material, occasional "news stories" on the 700 Club telling me and my family how demonic it was, and a lack of understanding about the actual concept of RPGs!

I didn't read it closely enough, and probably wouldn't have understood why you needed to buy another rules set to use this so-called module anyway. All I saw was the "introductory module" bought, and the cool Jeff Dee art, and I was hooked. By the way, there were other modules there at National Book Store where I picked this sucker up -- classics like the Slave Lord series, the Tamoachan module, and the Vault of the Drow -- if only I'd known what those things were!

My first attempt at gaming was therefore stymied by a lack of a ruleset, but I set about rectifying that by trying to find the Dungeons & Dragons rules that I could use to play this module --

Dungeons & Dragons Basic and Expert Sets (D&D B/X)

-- But I bought these instead. Bummer.

Don't get me wrong, I loved this ruleset. Even today, I'm impressed by the organization, the layout and the art (though I may be biased by nostalgia) and how it all pulled together to draw me into this other fantasy realm and communicated very clearly how that could be done. And the list of books in the back sent me on a hunting frenzy at the local bookstores.

Unfortunately, I was of the mind that you needed the AD&D ruleset to use an AD&D module, so I was a bit perturbed. Thank goodness for the Keep on the Borderlands and Isle of Dread modules that came in these boxed sets.

A couple of years later, I did eventually pick up the AD&D ruleset and while I was relieved to finally lay my hands on the proper set of rules to use my modules with, I must say that this rulebook did a better job in communicating the 'otherworldliness' and sense of wonder in a more consistent manner. AD&D had too many in-jokes and 'break the fourth wall' humor to sustain that epic feel -- though it did exceed the D&D B/X rulesets in key areas (the "Paladin in Hell" image comes to mind). This was my go-to ruleset for that "sense of wonder" fix.

Sunday, December 26, 2010

How old is old school?

Well, it's a relative matter of course. Watching my 2+ year old son struggle with a TV that won't react the same way to his touch the way his mom's iPhone does drives home that point every day.

So what does that mean in terms of my sense of "old school"? It means it's relative -- my old school will be older than those who started gaming later than I did, and will be newer than those who started back when dinosaurs ruled the earth.

What's my old school then?

Does the period when I wanted to game -- but couldn't because my grade school years were spent in the Philippines -- count? There were many reasons why (only saw a game run once, couldn't find all the books, 700 Club said it was evil, couldn't find enough players, etc.)

I only bought RPGs and had bad attempts at running these games back then. But I did pick up not only T1: The Village of Hommlet, but the AD&D rulebooks and the Basic & Expert Set and a variety of early modules and things like Geomorphs available in different places known to Philippine gamers for this rare hobby (National Bookstore, Lil's Hobbies, Squadron Shoppe, Nova Fontana).

I rolled up characters that I'd never play, and I randomly generated dungeons that no one would ever see. And because of the strength of the TSR brand, I picked up Top Secret (not S.I.) and Star Frontiers as well.

And picked up those damn minigames (which I actually played when I strongarmed some friends and relatives into trying them out)!


Or is my real old school my exposure to the U.S. gaming scene in high school? AD&D in Bill Homeyer's "World of the Wheel" campaign, Traveller, Call of Cthulhu, and -- as a San Mateo gamer -- classics of the Hero System: Champions, Danger International, Justice Inc. and Robot Warriors?

What about Car Wars and Autoduel -- are they old school?

Does being able to put together the classic Champions stat block from memory give me old school cred, as much as knowing who Black Dougal and Morgan Ironwolf were?

Or am I considered a newer breed because I collected TSR's attempt at the "Choose Your Own Adventure" market -- the Endless Quest series of books? Is there an issue with filling in some idle gaming time with the Fighting Fantasy gamebooks and the Lone Wolf series of adventures?

And is there any value if I am considered old school?

My understanding of the use of the term Old School Revival / Revolution / Renaissance is that it is a reclaiming of a much maligned style of game design and gameplay. It is an assertion that there is value in these old games beyond mere nostalgia, that there is -- beneath the in-jokes and the deathtrap dungeons -- something of value that more modern games have lost or turned their backs on in search of newer horizons, subtler story techniques, and novel RPG goals.

But it need not be centered on the fantasy genre, though much of it was (and still is) dominated by it.

Is there something for old school superhero gamers? The popularity of games like BASH and G-Core suggest there is. Can new school power mechanics and old school superheroic flavor intermingle and create new offspring? ICONS seems to be something very much like it.

If so, can we expect similar developments in the horror genre? Or the science fiction genre? Or perhaps an explosion in the western and romance genres?

I hope so. And I hope it comes from someone like you -- because whatever future this hobby has rests in the minds and hard work of gamers trying to make something better for that next generation. Perhaps -- if my son feels so inclined -- he'll be part of that future generation.

We'll just have to see.

Sunday, February 21, 2010

My Old School Gaming Experience

Before I got to the U.S. and found other gamers in high school, I didn't have much of an old school experience beyond reading my growing collection of TSR games (AD&D, D&D, Top Secret, Star Frontiers) and occasionally trying to play it with friends in Ateneo de Manila Grade School.

Once in the U.S., I found out about the Beresford Recreation Center in San Mateo and the group called "Creative Imaginations" and tried to find a gaming group. My earliest games: a string of Traveller games at the tail-end of a faltering campaign, short but intense Call of Cthulhu adventures, and a series of AD&D adventures set in his home-brew setting "The World of the Great Wheel" by Bill Homeyer.

It was a great time; I was willing to play any game, willing to build characters for games like Aftermath! or Stalking the Night Fantastic or DragonQuest for a night of gaming despite the lack of assurance that the same game would be played the next week.

And there was good ol' Phil, the Parks & Recreations janitor. A nice man who really, really felt that we were all playing these demonic games and would tell us this if asked. We all had a lot of respect for him, because he voiced his opinion to us whenever the topic came up -- but he always talked to us as equals, which was a big thing since most of us were in the high school / early college years.

The games that comprised most of my so-called 'old school' experience: AD&D, Call of Cthulhu, Star Wars, and Champions.