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Post by robertsconley on Sept 11, 2012 16:23:00 GMT -6
The release of Playing at the World got everybody looking at the origins of our hobby. As fan of both Alternate History and RPGs I wrote one of my own three years ago about an alternate path to the development of RPGs. I figure Jon and everybody might enjoy this.
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Post by robertsconley on Sept 11, 2012 16:23:49 GMT -6
Forward to Adventure Part 1 A retrospective of 30 years of Adventure Games. Imagination #224, September 5th 1970
Hello fans, welcome to the 30th anniversary of the Adventure Game. It was at ChiCon I where Paul Miller and V. Wiseman introduced Travelling, Your adventures in the future. Surprisingly the first edition of Travelling wasn’t a game. Sure many of the today’s rules were present. World & creature creation, starship construction were present. The remaining rules were either non-existent or only presented in the sketchiest of outlines.
To understand why Travelling was written. We need to go back to the New York World Fair and the first Worldcon. Miller was one of those attending the first con. Like other fans he was intensely interested in the new style of science fiction being written in Astounding and other magazines. He wanted to learn how to write these stories himself. It was said that he spent much of the convention cornering Campbell and other editors with questions on how to write good science fiction.
Miller left the first WorldCon very frustrated as he felt that nobody could give him a clear answer to his questions. He returned to his hometown of Chicago where two month later he was talking to his friend Victor Wiseman. Wiseman was studying physics at the University of Chicago at the time. Inspired by his friend’s troubles, he sat down and wrote up a set of tables for his friend to use to create his stories. For the next four months Wiseman researched the available literature on planets, stars, rockets, and even a little biology. By the spring of 1940 he had over two dozen pages of tables, charts, and notes for Miller.
Miller loved what Wiseman had done and immediately used them to create his own worlds and settings pulling material from E.E. Smith and other writers of the time. When Miller found something that wasn’t clear or difficult to use, he made notes and worked with Wiseman to make the charts easier to use. One innovation that introduced at this time was the use of dice to randomize various results.
Miller wrote in Imagination #64,
At the end of the spring term, Miller and Wiseman had what would be the first edition of Travelling finished. With the second World Con coming in September, the pair decided to spend $100 and print their charts and notes as a small book and sell it at the Con. They figured that there were other writers had the same problems as Miller did and Travelling would sell. So that summer, Miller took all of Wiseman’s notes and charts and typed them up. To Wiseman’s star, world, creatures, and starship charts, he added chapters on characters, equipment, and mileau. At the end he included a small subsector of his Spinward Republic setting, the classic Victoria Subsector.
When September rolled around, Miller went to the WorldCon and set up a table with 100 copies of Travelling for sale for $2. Travelling was a hit! With all 100 copies sold out by the end of the second day. Years later Robert Heinlein wrote “ Miller left the convention with orders for two dozen more books. In addition he used some of the cash to pay for ads in next month’s issue of Astounding and other magazines. When he got back he split the profits with Wiseman and the two ordered 100 more books. Throughout that first year Travelling was reprinted two more times. The third print run was 200 copies and the fourth was 500 copies.
The next major step in Travelling evolution were Chadwick’s famous “Bottle Caps” rules. Named for the use of bottle caps to represent starships and people. This first appeared in the March 1941 issue of Astounding, John Chadwick came up with a set of rules, using dice, to resolve combat using the starships and personal weapons listed in Travelling. Miller, immediately like the “bottle caps” rules. He contacted Chadwick and was able to get permission to incorporate them into the 2nd edition of Travelling.
The 2nd edition was released the fall of 1941 at the third WorldCon in Denver with a modified version of Chadwick’s rules incorporated. 2nd edition included chapters on characters, combat, worlds, stars, creatures, equipment, and starships. Over a 1000 copies were made and all were sold within months.
The 2nd edition was the first that could be played as a game. Although the characters and the equipment lists were much cruder than subsequent editions. The second edition increased Travelling popularity throughout World War 2 .
After the 2nd Edition was released, Campbell at Astounding Magazine was inundated with submissions based on Travelling. Some were little more than lists randomly generated from the charts in Travelling. Campbell founded a new bi-monthly magazine called Imagination, Gateway to the Future and filled it with Travelling submissions. The first issue featured Miller’s Spinward Republic outlining a complete sector done in the Travelling format.
Next… Travelling and World War 2. Travelling 3rd Edition How Pirates & Plunder almost sank Adventures Games in the 50s Spy versus Spy and revival of Adventure Games in the 60s. The triumph of the Hobbit, Adventure Games return to the past and fantasy. The Future of Adventure Games.
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Post by robertsconley on Sept 11, 2012 16:27:12 GMT -6
Forward to Adventure Part 2 A retrospective of 30 years of Adventure Games. Imagination #225, October 6th 1970
Travelling and World War 2.
Travelling 2nd edition became a minor hit during World War as entertainment for soldiers. Especially in 1943 when Saul Banner submitted the idea to Imagination of using a single referee to judge the scenario for a group of player working together. This article came with the classic scenario Output Alpha, which featured the famed Nostradamus Bugs.
Saul Banner went on to write several more classic scenarios, notably the Memory of Beta, about a sentient ship, and Gamma Twilight which took placed on the tidelocked world of Gamma in the Victoria Subsector. Gamma Twilight was written in conjunction with Miller's article on the Aryan Consulate. The Aryanites were the main villains of the scenario.
Towards the end of the war, several companies came out with their own adventure games, but most were poorly put together in rules and binding. Travelling kept its dominance.
After the 2nd Edition V. Wiseman stopped contributing to Travelling. He graduated from the University of Chicago, and went to work for the Manhattan Project.
During the war, Imagination introduced the Aryan Consulate the sworn enemy of the Spinward Republic. Also the Dogmen of Antares made their first appearance, along with the master intriguers the Ceti Octopiods.
Travelling 3rd Edition
After the end of the War, the WorldCons were resumed starting in the fall of 1946. Miller, with backing from Campbell, hired Saul Banner and formed AGW, Adventure Games Workshop. In 1947 the two released Travelling 3rd Edition. This edition completed Travelling's transformation from a writer's aide to a full fledged Adventure Game.
How Pirate & Plunder almost sank Adventures Games in the 50s
During the war, rivals of Astounding, and even comic book companies put out knocks off of Travelling. Most of them were poorly written, poorly designed, and poorly bound. Travelling wasn't that much better but Miller used what resources he had to make Travelling the best product he could.
Most of the World War 2 Era Adventure Games were space related. Amazing Planetary Adventures, TriPlanetary (later sued by E.E. Smith), Astonishing Space Adventures were some of them. The remaining half dozen expanded Adventure Games into new genres, superheroes mostly, but there was a western (Tombstone Tales), a Three Musketeers game (Legends of the Rapier), several Pirate games, a game based on the Greek Myths, and one Time Travel game from Educational Comics (Time Travel Tales or TTT)
When EC Comics founder, Max Gaines died in 1947, his son William took over. William Gaines decided to jettison the comics and focus on taking the Adventure Game market away from AGW. He hired many of the best sci-fi and genre writers from Astounding rivals and turned them loose.
The result was an explosion of titles, and magazines for the Adventure Games market. Time Travel Tales was cleaned up and the Time Patrol was created along with their arch enemy the evil Denebians. Galaxy Trek was created to go head to head with Travelling. Their most popular game was Pirates & Plunder, a game dealing with the pirate genre. With the Adventure Games expansion the company changed it name to Entertaining Games.
By 1950, Entertaining Games was still second place to AGW. In the fall of 1950, The 2nd edition of Pirates & Plunder was released. It added a chapter on the dead, pirate curses, and black magic. This caused an explosion of interest in Pirates & Plunder and for a brief time in 1951 it outsold Travelling.
During the early 1950's Entertaining Games introduced the standalone scenario. Previously scenarios were only published in one of the magazines devoted to Adventure Games. It also introduced the idea of expansions with the release of Tales from Davy Jones' Locker. Davy Jones' expanded the chapter on the dead, curses, and black magic. This was followed up in 1953 with Legends of the Ancient Mariner.
The year 1953 was the highpoint of Entertaining Games. In 1954 Seduction of Youth was published which criticizes Adventure Games and Entertaining Games in particular. Sales plummeted and with the bankruptcy of Entertaining Games' distributor in 1956, William Gaines ceased publishing everything except for a humor magazine known as Crazy.
During this Miller and Banner kept toiling away at AGW. Despite the competition from Entertaining Games, the general Adventure Game market boomed during the early 50s and AGW expanded to a dozen employees. Miller and Banner released a 4th edition of Travelling. The 4th edition was noted for the introduction by Physicist V. Wiseman, who also contributed charts and notes on on Nuclear technology. Miller also began publishing standalone scenarios and supplements. Mostly repackaging earlier contributions to Imagination, updated for 4th edition.
With Seduction of Youth and subsequent downturn, AGW was forced to let most of employees go by 1956. Miller writes.
Miller continues
Spy versus Spy and revival of Adventure Games in the 60s.
With the launch of Sputnik, interest in Travelling and Adventure Games exploded. Even with rivals putting out their own space related Adventure Games, AGW remained the largest publisher of Adventure Games.
The closest rival to AGW was Jackson Games of Tulsa Oklahoma. John Jackson gained noticed by writing for several of AGW's rivals. His work pushed the conventions of the space adventure games in new directions. Following the strange disappearance of Arc Johnson of Small Box Games. Jackson returned to his home in Tulsa Oklahoma and founded Jackson Games. He developed Spy versus Spy in 1963. Capitalizing on cold war tensions and the popularity of spy films and shows. Spy versus Spy and its line of scenarios and supplements became the #2 game of the 60's.
The triumph of the Hobbit, Adventure Games return to the past and fantasy.
In the fall of 1955, the third volume of J.R.R. Tolkien's epic Lord of the Rings was released. With the decline of Adventure Games due to Seduction of the Innocent both AGW and Entertaining Games did not notice the release. After the launch of Sputnik, the Adventure Games Industry focused on space.
In 1963, Gary Ganon and Robert Arendt founded Fantasy Adventures, Inc in Great Britain. They loved Travelling, Adventure Games, and Tolkien. With a desire to enter Tolkein's world. Arendt created a thinly disguised version of Middle Earth called the Wilderlands and Ganon created rules for the game. The two released Fellowship, Adventures of Fantasy, at the 1964 World Con.
The game was a hit. Lord of the Rings was beginning it's rise in popularity and people wanted to use Adventure Games to play in Tolkien's world. In 1965 Tolkien wrote to Ganon and Ardent praising their work and noting that they seemed to have lost his check in the mail. Fantasy Adventures started paying Tolkein a royalty and secured an official license to continue Fellowship. Arendt then created a line of "official" Middle Earth expansions along with continuing the Wilderlands. By 1967, Fellowship and Fantasy Adventures, Inc were the #2 company behind Travelling and AGW, Jackson Games and Spy Versus Spy remains a solid #3.
During the late 60's Travelling and Adventure Games gained mainstream notice with the success of Star Travels. Gene Roddenberry, the producer and creator of Star Travels, was introduced to Adventure Games when he was writing westerns for TV in the 50's. He learned about Travelling and was inspired to combine his work on westerns with the ideas found in Travelling. Today Star Travel is in its 5th season with Jeffery Hunter playing the role of the starship Enterprise's captain James Pike. The Klingon Leonoids are a homage to Travelling's Dogmen of Antares.
The Future of Adventure Games.
Today, in 1970, Adventure Games still is a strong vital market. The recent unpopularity of the Vietnam War appears to having having an effect on sales of Travelling and Spy vs Spy. However Fellowship keeps growing in popularity every year.
Fantasy Adventures newly established line of Mines and Caverns scenarios are especially popular. It is rumored that the Third Edition of Fellowship is going to make a Mine crawl the centerpiece scenario rather than the Citadel of Dun Arthanc.
There are also rumors that Jackson Games is expanding the rules used in Spy vs Spy to the Fantasy Genre. The new system is supposedly going to be called GUAG or Generic Universal Adventure Game and involve the use of the different polyhedral dice being used in the wargames industry.
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Post by increment on Sept 11, 2012 22:12:14 GMT -6
I approve sir.
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Post by robertsconley on Sept 13, 2012 10:26:54 GMT -6
Glad to oblige. I got the idea during a debate a couple of years back about whether RPGs could have developed earlier. The most plausible way I thought of was it started development as a science fiction writer aid using dice randomization that later was transformed into a game. That the only hobbyist organization capable of spreading it was science fiction fandom. If I ever decide to rewrite it, I will be using your book for plausible details. For example Saul Banner's idea of using a referee could have been born of a reading of one of the kriegspeils or Totten's work. Also I figure that Adventure Games would feel lot more literary and more of a railroad than how roleplaying games developed in our history. More like collaborative internet fan fiction with some game rules. It would take a while before Adventure Games became games were anything can be attempted.
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Post by aher on Sept 13, 2012 21:20:18 GMT -6
Your alternate history of RPGs is great! ...a science fiction writer aid using dice randomization... The sci-fi/fantasy author Philip K. Dick actually consulted the I Ching via random coin tosses to "roll up" the characters and start the plot of his Hugo Award winning 1962 novel The Man in the High Castle. He states in a September 10 1976 interview with Science Fiction Review: I did throw the coins for the characters, and I did give what the coins got -- the hexagrams -- and I was faithful to what the I CHING actually showed,... The idea of turning Dick's work into an actual RPG has been discussed in several places on the web. See, for example, The Xerox Missive - A Philip K Dick rpg. Players would cast coins and use the I Ching to resolve the outcomes of indeterminate situations. (Note that there are two traditional methods of consulting the I Ching and obtaining hexagrams--coins tosses and yarrow stick dice. The probabilities of these two different methods is discussed here.) As fan of ... Alternate History... The Man in the High Castle itself is an alternate history in which the Axis defeats the Allies in WWII. In it, a character named Hawthorne Abendsen writes a novel called The Grasshopper Lies Heavy in which the Allies won WWII. The book is banned by the Axis authorities. The characters in the story routinely consult the I Ching and act in accordance with its predictions. Very meta. Highly enjoyable book. You should definitely check it out, if you haven't already read it, given you like alternate history.
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Post by robertsconley on Sept 14, 2012 8:08:07 GMT -6
You might like this then www.alternatehistory.com. It is by far the best site on the internet for alternate history fiction.
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Post by scottenkainen on Sept 1, 2018 11:03:00 GMT -6
Ooo. Just discovered this. Very nice! Reminds me of a piece I once wrote, an alternate history where the people from Kenzer & Company were the actual creators of Dungeons & Dragons.
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Post by DungeonDevil on Sept 3, 2018 17:22:55 GMT -6
The yarrow probabilities, if you want to be very traditional, can be easily reproduced with a d8 cross-referenced with another as control die.
1...----- or --x-- 2...----- or -- -- 3...----- or -- -- 4...----- or -- -- 5...----- or -- -- 6...--o-- or -- -- 7...--o-- or -- -- 8...--o-- or -- --
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