Once I made the decision to step out of the box on D&D
and see other RPGs, I was something of a “loose” GM, if you know what I mean
and I think you do. I figured out pretty quick that some games were better at
simulating specific genres than others. I eventually amassed a shelf full of RPGs
in boxes and books, and also plastic Ziploc bags and paper envelopes, and
clamshell boxes…it got out of hand. I would venture to say that about one-third
of the games that I owned I never played, because they were stupid and
horrible. We didn’t have the word “crunchy” to describe “lots of rules, many of
which are largely not needed” in the 1980s, but we made do with the more
elegant, “This sucks.” Others on my shelf were games that people wanted to
play, but I didn’t necessarily care about. I ran them, with mixed results, and
then never went back to them. Here’s a few of the games I spent a modest amount
of table time running for others:
This ad is what got me interested in Chill. Jim Holloway did all the Pacesetter art. |
Chill
Pacesetter, Ltd. was this really ambitious company that showed
up out of the blue and had, by every appearance, a lot of money. They put out
good looking boxed rpgs that used the same system, a percentile-based thing
that I’ve since forgotten. I was taken by Chill,
their horror game with lots of great illustrations by Jim Holloway. They also
did a Sci-Fi game called Star Ace
that I never was interested in (thanks, Star
Frontiers!) and Timemaster, a
time travel game that I didn’t want to run.
I loved Chill, but
I think I was the only one. My friends played the game to humor me, but they
weren’t into it. And then, Pacesetter was…gone. No idea what happened to them.
My guess is that they ran out of money, because they spent a lot of it trying
to make sure that their games competed with everyone else’s on the already
crowded shelves. I also flirted with the other Pacesetter games, but nothing ever came of it. We nearly played Time Masters once. Once.
Champions 4th Edition. Perez Cover. Denis Loubet interior art. Still, too little, too late. |
The HERO System
I tried, I really tried, to get into Champions, especially
when the fourth iteration of the game came out with better artwork and even a
George Perez cover—they finally learned their lesson, it seemed. But I just
could not handle the people who liked playing Champions. Well, that’s not fair;
most of the people playing the game were friends and people I genuinely liked.
But there were others—in these various groups—that were the rules-bending
min-maxing loophole-abusing jackholes that I not only didn’t want to play with,
but wanted to punch in the chops.
One guy, let’s call him Dougie, was a big gamer in Waco, Texas. He
loved Champions, GURPS, you name it, but he was a gleeful Man-Child who took
great delight in being a disruptive shithead. He turned up one time in a
Pick-Up Group game of Champions I tried to join after I’d moved to Austin, a two
hours drive away from where Dougie lived. I was gobsmacked. I'd managed to avoid playing with him in Waco, because I didn't want to deal with him as a player or a GM, and now here he was, grinning at me like a tree sloth.
He was so excited to see me, because he’d brought his character, Clay Moore—wait, that’s “Claymore”—to use in this game. We were supposed to be a team of crime fighters. So I picked the Batman character—smart, agile, hand-to-hand fighter, you know the drill. Other people pick the strong man-brick, a couple of energy blasters, a magic-user who wasn’t quite clear on the concept of super hero gaming and ‘ported his D&D character into Champions, you know what I’m talking about. The guy who plays the same exact character in every game. What does Dougie do? He created a character that explodes. A radius-effect killing attack that damages everyone. And he reforms the next turn. That’s his power. On a team of strangers he’s never met before, and me.
He was so excited to see me, because he’d brought his character, Clay Moore—wait, that’s “Claymore”—to use in this game. We were supposed to be a team of crime fighters. So I picked the Batman character—smart, agile, hand-to-hand fighter, you know the drill. Other people pick the strong man-brick, a couple of energy blasters, a magic-user who wasn’t quite clear on the concept of super hero gaming and ‘ported his D&D character into Champions, you know what I’m talking about. The guy who plays the same exact character in every game. What does Dougie do? He created a character that explodes. A radius-effect killing attack that damages everyone. And he reforms the next turn. That’s his power. On a team of strangers he’s never met before, and me.
I am not sure what it is about Champions GMs that makes them
think that if the points all add up, then the character must be good. It’s
insane to me, but this guy, not wanting to be unhospitable, let Dougie play his
living grenade who kept running into fights and setting off his power. He wiped
out two players before everyone begged him to stop. Dougie’s reaction? All
smiles. He was having a ball. Any attention, even negative attention, is good
attention.
I later played the less mathematical Justice, Inc. because I
wanted to do pulps-era role-playing and it was the only one that we could all
agree on. Justice, Inc. is way, way less problematic, mostly because you’re
dealing with two-thirds less math and 90% less super powers, which suddenly
makes the HERO system playable, if not enjoyable. I was so relieved when GURPS
showed up.
The best thing about this game is that your cowboy can finally fight a dinosaur. |
GURPS
Steve Jackon Games’ Generic Universal Role-Playing System
was just fun to say. The game was meant to do anything you wanted—fantasy,
Science Fiction, modern-day, historical, pulps, horror…any genre, you name it.
Just write up the specific rules that govern your genre, snap them into GURPS,
and Bob’s your uncle. And it worked, mostly.
You could come up with characters that were D&D style
heroes, or cinematic and television heroes, or even action heroes from movies
who shrug off massive damage and keep on going. The math was way easier than
HERO, even as the application was virtually identical. They even used d6 dice,
same as HERO. It was a deliberate shot across the bow, but it did encourage
HERO to put out their own genre books.
The biggest sin of GURPS was that it wasn’t very exciting.
The GURPS Swashbucklers book is full of great stunts you can do and cool
adventures you can run, but there’s nothing epic about the game itself. Maybe
it was that the game only used d6 dice. Maybe it was that it was so generic, it
wasn’t very specific. I don’t know, but I played a lot of GURPS over the years,
in a lot of genres and blends, and it all just runs together for me. I couldn’t
tell you anything exciting from any GURPS game I played in or ran for friends.
GURPS is the Miracle Whip of RPGs. You either love it, or hate it, but either way, you know mayonnaise is really better.
I'm not a fan of Patrick Nagel but the overall aesthetic of his art was spot-on for this game. |
R. Talsorian’s game was designed to emulate the nascent
literary sub-genre that was everywhere in the post-modern 1980s. Cyberpunk had a lot going for it; a ton
of source material, an interesting and robust but easy to understand system,
and the advantage of being in the right place at the right time. They also were
able to write quickly and offer up a bunch of supplements early on that gave
them forward inertia that was only matched by FASA's Shadowrun.
No one was doing cyberpunk, not like R. Talsorian was, and as a result, no one has been able to do it better. I say this knowing that some of you loved Shadowrun and are reacing for the comments button even now, but let me say this first, and if you want to still bring the noise, go ahead: Cyberpunk was role-playing in the realms as created by William Gibson, Bruce Sterling, Lewis Shiner, Walter Jon Williams, and others. Shadowrun was shoved Dungeons and Dragons into a high-tech future, for the sole reason of letting gamers play chromed trolls because they have the strength to hold a plasma cannon in one hand, and boy, isn't that neato-keeno? I'm not outright saying that one is better than the other (okay, I am), but they served two very different audiences. Let's leave it at that.
This was the last of my gaming years, after I’d moved to Austin and started writing and living on my own. We broke this game out several times in my twenties and spent an evening shooting shit up and acting cool with guns in armored trenchcoats. Cyberpunk was perfect for that.
No one was doing cyberpunk, not like R. Talsorian was, and as a result, no one has been able to do it better. I say this knowing that some of you loved Shadowrun and are reacing for the comments button even now, but let me say this first, and if you want to still bring the noise, go ahead: Cyberpunk was role-playing in the realms as created by William Gibson, Bruce Sterling, Lewis Shiner, Walter Jon Williams, and others. Shadowrun was shoved Dungeons and Dragons into a high-tech future, for the sole reason of letting gamers play chromed trolls because they have the strength to hold a plasma cannon in one hand, and boy, isn't that neato-keeno? I'm not outright saying that one is better than the other (okay, I am), but they served two very different audiences. Let's leave it at that.
This was the last of my gaming years, after I’d moved to Austin and started writing and living on my own. We broke this game out several times in my twenties and spent an evening shooting shit up and acting cool with guns in armored trenchcoats. Cyberpunk was perfect for that.
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