How cool is the artwork in this ad? |
Not back then, of course. Computer games used to suck. And if you wanted to play them, well, you'd better learn the rudiments of how to make friends, or you'd be at home, cheating your way through a stack of Choose Your Own Adventure books. Thankfully, I had players, and occasionally, got to play. Here are a few games I wanted to play and never got to.
One of the most compelling and effective box design in the history of RPGs. Fight me! |
Traveller
I have never wanted to rescue Free Trader Beowulf so badly
in my life. Growing up in a world of Star Trek reruns, I recognized what
Traveller was all about early on. And even though it was emphatically not Star
Wars, it was still interesting to me. I remember seeing ads for supplements
that introduced new planets and aliens and ship-to-ship combat and I was in awe
of it all.
And that was the problem. Have you looked at how many
Traveller supplements there were? It was a lot; an overwhelming 48+ books in
first edition Traveller. I got the boxed set which came with three of them, and
it still wasn’t enough to play. And anyway, no one wanted to try their luck at
the character generation system, the only one I know of where death is a
possibility before you even start the game.
Still, the game has a lot going for it; despite the huge
number of things to invest in, the game system itself is very simple, and
because of it’s “hard SF” nature, you are not obligated to know everything
about the universe; merely the asteroid belt that all of your campaign is set
in. I didn’t appreciate it then, but I sure do appreciate it now.
The interior art sold the game. |
Paranoia
I was a cynical kid; it was our thing, us Gen-Xers. We
invented ironic detachment. And I took one look at Paranoia and knew I’d found
my muse. However, I was the only person I knew that felt that way. Paranoia was
meant to be played by Generation X and despite its popularity and cult-classic
status, the game never caught on with my friends. I wish that I’d had the
fortitude to play the game in my twenties, when I was at maximum ironic
detachment with the world. I still think it’s a great game, made much greater
by the copious amount of artwork by Jim Holloway. This was the game he was born
to illustrate and the tone (and the captions) fit perfectly with his
hyper-kinetic exaggerated facial expressions. Holloway did a lot of serious art
for other games, but he was at his best coming up with interesting ways to
destroy clones in Alpha Complex.
Most Palladium fans are cult-like in their devotion |
Palladium
I always admired Kevin Siembieda, from a distance, like how you watch a Komodo Dragon eat a flamingo from behind the protective enclosure. He really seemed sincere
in his belief that his version of Dungeons
and Dragons, retooled with a skill system, was the greatest thing ever
since sliced bread. He figured out, earlier than most, that the levels and
character classes and all of that stuff could be applied to other genres, and
he spun his game off into a number of interesting directions, such as Beyond the Supernatural, Ninjas and Superspies, Heroes Unlimited, and the ever-popular Rifts. His conviction kinda sorta got him in trouble, but he stuck to his guns. It's like he had one great idea and has been riding that horse into the ground ever since.
I tried to get my friends
interested in several of Palladium’s offerings, but it amounted to re-learning
an entirely new system from scratch that was 70-80% similar to stuff we already
knew. Ultimately, I wound up using research and reference material from the
Palladium books in my other games. Say what you will, but his games and his reference books are always well-researched.
I don’t have any residual love for Fantasy Games Unlimited, especially after
what they pulled on V&V creators Jeff Dee and Jack Herman, but back in the
day, their ads were consistently the most interesting in Dragon Magazine. Like
the above ad for Psi World. I recognized the artist right away; if you were a comic
book nerd like me, you probably did, as well. So, Matt Wagner was drawing
artwork for this game? And it’s all about psionic powers? Like the movie
Scanners? I’m in, dammit. Take my money.
Imagine my surprise when I found out that the game was really
thin on background material. It’s modern day, so, you know, cars are cars. As a
teenager, I didn’t know how to make this work. I needed stats, dammit. And
rules. The psionic stuff was great, and the game was intended to be a way to
role-play Scanners, The Dead Zone, and Firestarter. It almost worked. Thank god
for the great art inside.
"We. Are Going. To Die." |
Thieves World
My favorite character class has always been the thief.
Conan, Gray Mouser, the Stainless Steel Rat, Robin Hood, etc. And while I was
just as keenly interested in the Thieves Guild supplements from GameLords, my
hobby shop (and Waldonbooks) never had any of that stuff for me to peruse, much
less buy. But they did have the Thieves
World boxed set, with that great cover art by Walter Velez reproduced—the
same artwork that got me interested in reading the shared world anthology in
the first place.
Thieves World was
awesome, with huge maps, detailed personalities, the works. You could get lost
in Sanctuary, literally. And why wouldn’t you want to? I don’t know, but my
groups did NOT want to. Stick with Greyhawk, they said. We like your stuff
better, they said. It was flattering, but not really. I did eventually convince my players to move
over to TSR’s Lankhmar, and we had a ball, but it was a long, hard-fought battle
and Thieves World was the first
casualty.
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