[RPG] Worlds in Sixty-Four Pages
Jun. 21st, 2008 06:29 pmSometimes (like today) I miss 64-page RPGs. You may know the ones, from the early days of the hobby, when an entire RPG came in the form of a 64-page, saddle-stiched (which is to say, stapled) booklet in a box. Oftentimes, there would be a 32-page adventure along with it, or maps, or other components (dice, counters, and whatnot), but the core, the essence, of the entire game would be contained in that 64-page book.
Many of mine became dog-eared, their covers intended with thumb- and finger-marks from holding them so often. I’ve still got most of them, games like Gamma World, Villains & Vigilantes, Champions (the second edition, before they went with a square-bound single book), Boot Hill, Top Secret (before S.I.), Marvel Super-Heroes, Star Froniters, and, of course, the original Dungeons & Dragons boxed set(s). Those games packed whole worlds of fun and adventure into those booklets, and still do, in many ways.
Now, I’m not making judgments about more recent RPGs, with their hardcover “core rules” with hundreds of glossy, full-color pages. Hey, I’ve written or contributed to more than a few of them. Still, there are times when I get nostalgic for those booklets, for games smaller than many typical magazines these days. I know part of it is because, as the saying goes, “the Golden Age of adventure is around age 12,” and so, too, was the Golden Age of gaming, in many ways; my Golden Age of gaming, anyway (my “Silver Age” of gaming was around age 16, I’d say).
It’s no small feat, what those early game designers accomplished, fitting worlds into 64 pages. In some ways, we designers weened on their work are still catching up.
Many of mine became dog-eared, their covers intended with thumb- and finger-marks from holding them so often. I’ve still got most of them, games like Gamma World, Villains & Vigilantes, Champions (the second edition, before they went with a square-bound single book), Boot Hill, Top Secret (before S.I.), Marvel Super-Heroes, Star Froniters, and, of course, the original Dungeons & Dragons boxed set(s). Those games packed whole worlds of fun and adventure into those booklets, and still do, in many ways.
Now, I’m not making judgments about more recent RPGs, with their hardcover “core rules” with hundreds of glossy, full-color pages. Hey, I’ve written or contributed to more than a few of them. Still, there are times when I get nostalgic for those booklets, for games smaller than many typical magazines these days. I know part of it is because, as the saying goes, “the Golden Age of adventure is around age 12,” and so, too, was the Golden Age of gaming, in many ways; my Golden Age of gaming, anyway (my “Silver Age” of gaming was around age 16, I’d say).
It’s no small feat, what those early game designers accomplished, fitting worlds into 64 pages. In some ways, we designers weened on their work are still catching up.
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Date: 2008-06-21 11:39 pm (UTC)no subject
Date: 2008-06-24 02:46 pm (UTC)no subject
Date: 2008-06-21 11:43 pm (UTC)no subject
Date: 2008-06-22 12:04 am (UTC)no subject
Date: 2008-06-22 12:35 am (UTC)I think, after the doorstop of a book S7S is gonna be, my future forays into game design will be aiming at the 64 to 128 weet spot.
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Date: 2008-06-22 03:20 am (UTC)Me, I love me some saddle stitch books. Yessir.
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Date: 2008-06-23 05:50 am (UTC)Naw, I share you feeling, and RPGs didn't even exist when I was twelve. I began playing games like Gamma World and the classic D&D back in 1979 (when I was 25), and those gave me more pleasure than the majority of "thick and slick" game systems published now. It's a shame they don't reprint the classics. I know I'd buy them.
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Date: 2008-06-23 01:13 pm (UTC)