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2016: The Year in (belated) Review

March 10, 2017 Leave a comment

Here it is, March already. How did that happen?

While a lot of the most popular posts on this blog are about the old days (and especially my Games Workshop days), I also like to keep readers up to date with what I’m doing now – so go to My Books and BUY! BUY! BUY!

Ahem.

Anyway, here’s a brief look at what came out in 2016.

GAMES AND BOOKS

Dawnbringer
Danish game developer Kiloo is best known for their hit mobile game Subway Surfers. They hired me to help develop the setting and characters for this high fantasy swipe-and-slash game for iOS and Android. You play a fallen angel battling demons in a ruined world, and searching for redemption along the way.
Kiloo’s Dawnbringer page
My earlier post about Dawnbringer

Of Gods and Mortals: Celts
The first army supplement for Andrea Sfiligoi’s mythological skirmish game, and yet another chapter in my ongoing love affair with Celtic history and myth.
Ganesha Games’ Of Gods and Mortals page
My earlier post about Of Gods and Mortals: Celts

The Investigators of Arkham Horror
I contributed five stories to this gorgeously-presented collection based on Fantasy Flight’s acclaimed Cthulhu Mythos boardgame.
Fantasy Flight Games’ page
My earlier post about The Investigators of Arkham Horror

Nazi Moonbase
All the Nazi super-science conspiracy theories I could find, collected and wrapped up in a unifying narrative that also explains the urgency behind the Cold War space race.
Osprey Publishing’s Nazi Moonbase page
My earlier post about Nazi Moonbase

Cthulhu Confidential
I edited the text of Robin Laws’ thought-provoking solo Cthulhupulp game, where the Mythos is arguably the least of the horrors.
Pelgrane Press’ Cthulhu Confidential page

 

ARTICLES

Pyramid 3/92: Zombies
I contributed “The Viking Dead” on Icelandic draugur and haugbui, as well as a systemless look at several varieties of “Indian Ghouls.”
Buy it here

Pyramid 3/87: Low-Tech III
“Tempered Punks” contains some systemless advice for dealing with gadget-happy players whose modern knowledge wrings unbalancing power from old-time technology.
Buy it here

Fenix, Kickstarter special edition
I contributed a systemless article titled “Mummies: A New Approach” to support this bilingual Swedish-English roleplaying magazine. It includes seven mummy sub-types based on the ancient Egyptian multiple-soul concept, along with descriptions of ancient Egyptian mummy amulets with powers to affect both the living and the undead.
Fenix Kickstarter page

Fenix #6/2016
My Call of Cthulhu adventure “Spirit of the Mountain” takes the investigators into the Wild West.
Fenix back issues page

Fenix #2/2016
“La Llorona” discusses the famous Southwestern ghost, with notes for Speltidningen’s Western RPG. I’m told that an English-language edition of Western is in the works: I’ll have more to say about that in the future.
Fenix back issues page

Aviation History, September 2016
I indulge my love of vintage aviation with “Aussie Battler,” tracing the rushed, post-Pearl-Harbor development and surprising career of Australia’s home-grown (and largely improvised) CAC Boomerang fighter.
Aviation History magazine

Freebies
I posted a couple of new pieces in 2016, including “Converting Between Call of Cthulhu and Colonial Gothic” (which does exactly what it says on the tin) and “A Green, Unpleasant Land,” which presents some previously-unpublished British Call of Cthulhu adventure seeds I wrote in early 1986 for Games Workshop’s supplement of a similar name.
Go to the Freebies page

 

 

My Complete and Utter Video Gameography

April 15, 2016 11 comments

space_invaders

Although I’m best known for my work on tabletop games, electronic games have been my bread and butter for the last 25 years. Like a lot of “names” from the golden age of tabletop RPGs – Mike Brunton, Jim Bambra, Zeb Cook, Lawrence Schick, Ken Rolston, Paul Murphy, and many more – I found in the early 90s that the electronic games industry offers writers and designers something that the tabletop games industry cannot: a chance to actually make a living.

So far, I have worked on more than 40 electronic games that made it to market, as well as quite a few that didn’t, and a handful that have not yet been announced. Below is a list of the first category.

If you are interested in finding out more about my services and availability as a game writer, a good place to start is my LinkedIn profile.

Dawnbringer (Action-RPG, iOS/Android), Kiloo 2016 – Story Designer/Writer Official Web Page

Metal Skies (Arcade, iOS/Android), Kabam 2014 – Localization Editor

Blades of Excalibur (Arcade, Web), Kabam 2014 – Localization Editor

Ravenmarch (Strategy, Web), Kabam 2014 – Localization Editor Ravenmarch.com

Wartune (Strategy, Web), Kabam 2014 – Localization Editor Kabam.com

Wartune: Hall of Heroes (Strategy, iOS/Android), Kabam 2014 – Localization Editor Google Play iTunes Store

Heroes of Camelot (Card Battle, iOS/Android), Kabam 2013 – Story Designer/Writer Google Play iTunes Store

Dragons of Atlantis: Heirs of the Dragon (Strategy, iOS/Android), Kabam 2013 – Writer Google Play iTunes Store

The Hobbit: Kingdoms of Middle-earth (Strategy, Mobile), Kabam/Warner Bros. 2012 – Story Designer/Writer Google Play iTunes Store

The Hobbit: Armies of the Third Age (Strategy, Web), Kabam/Warner Bros. 2012 – Writer

Arcane Empires (Strategy, iOS/Android), Kabam 2012 – Story Designer/Writer

Mobile Command: Crisis in Europe (Strategy, iOS), Kabam 2012 – Story Designer/Writer

Kingdoms of Camelot: Battle for the North (Strategy, iOS), Kabam 2012 – Story Designer/Writer Google Play iTunes Store

Imperion (Strategy, Web), Travian Games 2011 – Writer/Editor Imperion.com

Viking Tales: Mystery of Black Rock (Casual, iOS), AiLove 2011 – Writer/Editor iTunes Store

Ruse (Strategy, PC/Console), Ubisoft 2010 – Story Consultant

Empire: Total War (Strategy, PC), SEGA 2010 – Writer/Designer

Dragonica (MMORPG, PC online), THQ/ICE 2009 – Localization Editor Dragonica Online

America’s Next Top Model (Casual, Mobile), PressOK Ent. 2009 – Writer/Editor

Houdini’s Infinite Escapes (Casual, Mobile), PressOK Ent. 2008 – Writer/Editor

Parking Frenzy (Casual, Mobile), Reaxion Corp. 2008 – Writer/Editor

Parisian Puzzle Adventures (Casual, Mobile), Reaxion Corp. 2008 – Writer/Editor

Detective Puzzles (Casual, Mobile), Reaxion Corp. 2007 – Writer/Editor

Men in Black: Alien Assault (Casual, Mobile), Ojom 2006 – Writer/Editor

Online Chess Kingdoms (Casual, PSP), Konami 2006 – Design Consultant

Call of Cthulhu: Dark Corners of the Earth (RPG, Xbox/PC), Bethesda Softworks 2005 – Pickup Writer

Spartan: Total Warrior (Action, Console), SEGA 2005 – Writer

Rise of the Nile (Casual, PC/Mac), Evil Genius 2005 – Design Director

Rhiannon’s Realm: Celtic Mahjongg Solitaire (Casual, PC/Mac), Evil Genius 2005 – Design Director

Medieval: Total War – Viking Invasion (Strategy, PC), Activision 2003 – Writer/Researcher

Nightcaster (Action, Xbox), Microsoft 2002 – Voice Talent

Em@il NASCAR Racing (Casual, Email), Hasbro 2000 – Designer

Nomads of Klanth (MMO Sim, PC online), AOL 1999 – Lead Designer

The SARAC Project (MMO Sim, PC online), So-Net Japan 1999 – Writer/Designer

Microsoft Fighter Ace (MMO Sim, PC online), Microsoft 1997 – Writer/Researcher

Air Attack (MMO Sim, PC online), VR-1 1996 – Researcher

G-Police (Sim, PSX/PC), Psygnosis 1997 – Writer/Designer

Beyond the Limit: Ultimate Climb (Adventure, PC), Microsoft 1996 – Designer

Touché: The Adventures of the Fifth Musketeer (Adventure, PC), US Gold 1996 – Writer

One Small Square: Backyard (Edutainment, PC/Mac), Virgin 1995 – Writer/Designer

The Legacy (RPG, PC), MicroProse 1993 – Pickup Writer

Fields of Glory (Strategy, PC), MicroProse 1993 – Writer/Voice Talent

Harrier Jump Jet (Sim, PC), MicroProse 1992 – Writer/Designer

B-17 Flying Fortress (Sim, PC), MicroProse 1992 – Writer/Researcher

Castles: The Northern Campaign (Strategy, PC), Interplay 1991 – Writer

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Myth and Monsterography

My Complete and Utter Bibliography: The Rest of the RPGs

 

My Complete and Utter Myth and Monsterography

February 27, 2016 2 comments

jason-and-the-argonauts

The skeleton battle from Ray Harryhausen’s movie version of “Jason and the Argonauts.” This was the start of my interest in mythology and monsters.

I was about six or seven, I guess, when I first became aware of mythology – Greek mythology, to be specific – and the wealth of monsters it contained. In rapid succession, I discovered a children’s version of Homer’s Odyssey in my school library, and I saw a Saturday-morning screening of Jason and the Argonauts (dir. Don Chaffey, 1963) on my parents’ black-and-white TV. Ray Harryhausen’s monsters entranced me, especially the skeletal Children of the Hydra’s Teeth.

DnD Blue book

A decade or so later, I discovered Dungeons & Dragons. In my first game I ran two characters, both thieves and both killed by a minotaur in an epic battle. I bought a copy of the Games Workshop “blue book” printing, with John Blanche artwork on the cover and illustrations by Fangorn and others inside. While I appreciated the Tolkienesque elves, dwarves, and so on, it was the creatures from myth that caught and held my imagination. Now it was possible to see whether a mummy could beat a gorgon (a medusa according to the book, “gorgon” being a bull-like creature; that bothered me at the time, and still does).

To me, the monsters have always been the stars of myth, folklore, and fantasy. In  search of new beasts for my D&D games I plundered my collection of mythology books and ransacked the local library for anything on myth and folklore. Along the way, I became especially interested in the undead and in Celtic faerie lore, although I still devour all kinds of monster tales from all over the globe.

Over the years, some of my favorite work has been on monsters. As well as collections for tabletop roleplaying games, I have consulted on monster concepts for historical-fantasy video games and written books and articles on some of the classic creatures from myth, legend, and folklore.

Among other things, I have created:

  • Seven mummy types based on the ancient Egyptian concept of multiple souls;
  • Five classes of werewolf drawn from folklore, movies, and medieval trials;
  • A dozen classes of faerie encompassing creatures from all over the world;
  • Over 60 types of walking dead from A (aptrgangr: Scandinavia) to Z (zmeu: Eastern Europe).

For a recent videogame project (sadly canceled and subject to a non-disclosure agreement) I defined over 400 monsters from Greek mythology, including physical descriptions, broad definition of abilities and attack forms, and notes on affiliations to particular gods, titans, and other powers.

I plan to keep researching monsters in the future, but here is a list of everything myth and monster related so far.

Video Games
Blades of Excalibur (Arcade, Web), Kabam 2014 – Localization Editor
Heroes of Camelot (Card Battle, iOS/Android), Kabam 2013 – Story Designer/Writer Google Play iTunes Store
Dragons of Atlantis: Heirs of the Dragon (Strategy, iOS/Android), Kabam 2013 – Writer Google Play iTunes Store
Kingdoms of Camelot: Battle for the North
(Strategy, iOS), Kabam 2012 – Story Designer/Writer Google Play iTunes Store
Spartan: Total Warrior (Action, Console), SEGA 2005 – Writer
Medieval: Total War – Viking Invasion
(Strategy, PC), Activision 2003 – Writer/Researcher

Books
Werewolves: A Hunter’s Guide, Osprey Publishing (Dark Osprey), 2015.
Theseus and the Minotaur, Osprey Publishing (Myths and Legends), 2014.
Thor: Viking God of Thunder, Osprey Publishing (Myths and Legends), 2013.
More information on my books

Tabletop Games
Of Gods and Mortals: Celts, Ganesha Games, 2016 – co-author. Buy it here
Colonial Gothic Bestiary, Rogue Games,  2013 – co-author. Buy it here
Pathfinder Bestiary 2, Paizo Publishing, 2010 – contributing author. Buy it here
Mythic Vistas: Eternal Rome, Green Ronin Publishing 2005 – author. Buy it here
Creatures of Freeport,
Green Ronin Publishing 2004 – co-author. Buy it here
GURPS Faerie, Steve Jackson Games, 2003. Buy it here
Atlas of the Walking Dead, Eden Studios 2003. Buy it here
Slaine: Teeth of the Moon Sow, Mongoose Publishing 2002 – author Buy it here
Mummy, Second Edition, White Wolf Publishing, 1997 – co-author. Buy it here
GURPS Vikings, Second Edition, Steve Jackson Games, 1991 and 2002. Buy it here
GURPS Middle Ages 1, Second edition, Steve Jackson Games, 1992 and 2002. Buy it here
AD&D Celts Campaign Sourcebook, TSR, Inc., 1992. Buy it here

Articles
“The Viking Dead,” Pyramid #3/92, June 2016. Buy it here
“Indian Ghouls,” Pyramid #3/92, June 2016. Buy it here
“Mummies: A New Approach,” Fenix (Kickstarter special edition), January 2016. Buy it here
“The Tathlum,” (AD&D Celts Campaign Sourcebook outtake), personal blog, December 2015. Download free here
“La Llorona,” personal blog, 2015. GURPS versionColonial Gothic version
“Mummy Amulets.” Pyramid #3/17, March 2010. Buy it here
“Bloodlines,” Adventures Unlimited #6, Summer 1996.
“Black Dogs, Church Grims and Hell Hounds,” Roleplayer #30, Jan 1993. View here
“Norse Trolls,” Roleplayer #24, June 1991. View here
“Fimir,” White Dwarf #102, Jul 1988. More on the Fimir
“Magic & Mayhem: Viking!” Imagine #30, Sep 1985.
“Monsters from the Folklore of the Philippines,” Imagine #25, Apr 1985. Download free here
“Haunters of the Dark,” White Dwarf #67, Aug 1985.
“Magic & Mayhem: Celts,” Imagine #17, Aug 1984. Download free here
“Sobek, God of Marshes and Crocodiles,” Imagine #16, Jul 1984. Download free here
“Sethotep,” Imagine #16, Jul 1984. Download free here
“The Taking of Siandabhair,” Imagine #5, Aug 1983. Download free here

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Video Gameography

 

My Complete and Utter Dark Future Bibliography

December 22, 2015 20 comments

Dark Future

Dark Future was released in 1988, the same year as Adeptus Titanicus. At least part of Games Workshop’s strategy was to get better at plastics before introducing them as a major part of the Warhammer and Warhammer 40,000 product lines. It has been claimed that Bryan Ansell was also testing the competition’s tolerance by producing games that were very similar to two major titles of the day: Steve Jackson Games’ Car Wars and FASA Corporation’s BattleTech. I don’t know if that is true, but no lawsuits resulted.

The title Dark Future came before the game. After reading William Gibson’s seminal cyberpunk novel Neuromancer, Jervis Johnson became very excited about the potential of a cyberpunk RPG. Cyberpunk was a very new sub-genre at the time, and no cyberpunk games existed. Marc Gascoigne and Jervis developed a whole setting for the proposed game, but the tide in Games Workshop had already turned against new RPGs and so far as I know the project never received an official green light.

Dark Future was developed by Richard Halliwell at the same time as Jervis was working on Adeptus Titanicus, and the work done for the cyberpunk RPG was grafted onto the car combat game. The spaces between Warhammer Fantasy Roleplay products were growing longer and longer, so I was drafted in as an editor/developer on both games.

Initially, no link was planned between the Dark Future setting and the Warhammer/WH40K mythos. This changed around 1990 when the first Dark Future novels appeared, with some stories featuring demons based on Realm of Chaos.

Another departure from the GW norm was the scale. This was so that players could adapt commercially-available toy cars for use in the game. The boxed set came with two types of cars: the Interceptor used by the Sanctioned Ops (the good guys), and the Renegade used by wasteland gangs such as the Mad Max style Maniax. GW never released any other cars for the game, but the line of metal miniatures included accessories for adapting other toy cars.

Dark Future was a modest success initially. A supplement, White Line Fever, was released later in 1988, and another was planned under the title Dead Man’s Curve. When sales plateaued, the Dead Man’s Curve material was published in White Dwarf 124-125. After that, the novels puttered on as a minor GW fiction line, but nothing was done with the game until 2015, when Auroch Digital announced an electronic version subtitled Blood Red States. It remains to be seen whether this will help revive the IP.

There are still Dark Future fans out there. I recently discovered the Oldhammer: Dark Future Facebook group, with over 500 members who are still modeling and converting vehicles and playing the game. There is also a fan-made wiki.

My involvement with Dark Future was brief and peripheral, but I’m still happy with it. It was a fun setting to play with during that time when cyberpunk was still new and cutting-edge, and I enjoyed writing a lot of the flash fiction and text vignettes that went into the two supplements. Here’s what I did:

Products
Dark Future (1988) – developer, color text
White Line Fever (1988) – developer, color text

Articles
“The Sand Cats,” Challenge #52, 1991 – author Buy it here
“Dead Man’s Curve” White Dwarf # 124-125, June-July 1990 – developer, color text
“Saint Louis Blues,” White Dwarf #112, May 1989 – developer, color text
“Redd Harvest,” White Dwarf #104, Sep 1988 – author

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Video Gameography

My Complete and Utter Bibliography: The Rest of the RPGs

 

My Complete and Utter Colonial Gothic Bibliography

November 23, 2015 14 comments

stacks_image_32_1

Are you a fan of black-powder fantasy? Do you enjoy the backstories of movies and TV shows like Sleepy Hollow and National Treasure? Do you prefer Joseph Curwen and Keziah Mason to Randolph Carter and Charles Dexter Ward? If so, you might like Colonial Gothic.

I haven’t worked on tabletop roleplaying games much over the last few years. While the industry has always been rich in ideas, it is increasingly cash-poor. This earlier post goes into some of the reasons why. But when I came across Colonial Gothic back in 2009, I was intrigued. Thanks to mysteries like the disappearance of the Roanoke Colony, events like the Salem witch trials, and classic American horror fiction from writers like Washington Irving and H. P. Lovecraft, the Colonial era is a rich environment for historical fantasy, and historical fantasy has always been one of my favorite genres. Add in the extensive body of conspiracy theory surrounding the Templars in America, the Freemasons and the American Revolution, Franklin’s alleged occultism – not to mention local legends and Native American lore – and you have a setting that can support just about any kind of fantasy and horror adventure.

The game can be played as Cthulhu 1776 – which was one of its earliest incarnations. It can involve nerve-wracking investigations of the great and powerful. Players can fight an occult war for America’s freedom, confront witch-cults and monsters, and even seek the hiding-place of the Holy Grail in lost Templar colonies.

While Colonial Gothic has received some great reviews and built up a small but passionate following, it has yet to break out from the pack of indie RPGs and achieve the success I think it deserves. But check it out, and judge for yourselves.

Products

Lovecraft (2015) – co-author More Information
Bestiary (2013) – co-author More Information
Locations (2012) – developer
The French & Indian War (2012) – developer
Flames of Freedom: The Philadelphia Affair (2011) – developer
New France (2011) – developer
Organizations Book 1: The Templars  (2010) – author More Information
Templates (2010) – author
Flames of Freedom: Boston Besieged (2010) – co-author, developer
Gazetteer (2010) – author

Articles

“Converting Between Call of Cthulhu and Colonial Gothic,” (2016) – author Download article
“La Llorona: A Legend of New Spain,” (2015) – author Download article
“The Puckle Gun,” (2014) – author Download article

Also Visit

The Rogue Games Colonial Gothic page
The Rogue Games Store
The Colonial Gothic Facebook Group
The Colonial Gothic Google+ Community

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Video Gameography

My Complete and Utter Bibliography: The Rest of the RPGs

 

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

October 28, 2015 12 comments

350px-FFmain

Fighting Fantasy gamebooks started in 1982 with The Warlock of Firetop Mountain. Over the next twelve years, a total of 59 gamebooks was published, along with a magazine, a multi-player RPG, and other spin-offs. I was by no means the most prolific contributor to the series, but here’s a list of my contributions to the gamebook craze.

Books
Fighting Fantasy 10th Anniversary Yearbook, Puffin Books 1992 – “Rogue Mage” adventure (reprint)
Fighting Fantasy # 29: Midnight Rogue, Puffin Books 1987
The Adventures of Oss the Quick, Oxford University Press 1987 – 6 vols
The Adventures of Kern the Strong, Oxford University Press, 1986 – 6 vols

Articles
“Field of Battle,” Warlock #12 October/November 1986
“Into the Unknown,” Warlock #11, August/September 1986
“More Monster Conversions,” Warlock #10, June/July 1986
“Rogue Mage,” Warlock #10 June/July 1986
“Monster Conversions,” Warlock #9 April/May 1986
“Magical Items,” Warlock #9 April/May 1986
“The Ring of Seven Terrors,” Warlock #9 April/May 1986
“The Seasoned Adventurer,” Warlock #4, 1985
“Solo Voyages,” Imagine #22, Jan 1985 Download free here

Interviews
Fighting Fantazine #7 – downloadable here

kern04

Also on this Blog
All posts tagged “Fighting Fantasy”

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Video Gameography

My Complete and Utter Bibliography: The Rest of the RPGs

 

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

September 28, 2015 12 comments

Vampmasq

It was about this time in 1990 that I first heard about the game that would become Vampire: the Masquerade. Having seen the writing on the wall for RPGs at Games Workshop, I was planning to leave, so I was looking around for freelance work. Ken Rolston put me in touch with a young game designer called Mark Rein-Hagen, and we had a series of transatlantic phone conversations about his idea for a game where all the players would be vampires.

This was a revolutionary concept at the time, and very much in tune with the 90s zeigeist. A new wave of Goth and Gothpunk was starting up. Though I wasn’t a part of it – I preferred Rainbow and Pink Floyd to the Sisters of Mercy – I had been weaned on Hammer horror before graduating to Augustin Calmet and Montague Summers, and I knew quite a bit about vampires. I was commissioned to write an introduction for the core rulebook, and I also got to see and comment on early drafts of the rules.

My introduction – framed as a letter from Dracula to Mina Harker after the events of Stoker’s novel – was popular, and it was reprinted in various places over the following years. I worked as a writer and editor on almost every release during the game’s first couple of years, and I attended my first GenCon in 1991 as a guest of White Wolf publishing. In addition to working on Vampire, I wrote introductions for both editions of Wraith. My last job for White Wolf was co-writing the second edition of A World of Darkness: Mummy with James Estes, with whom I shared an office at a multimedia startup at the time. It got very good reviews, and when White Wolf released Mummy: the Resurrection as a full game, Jim and I received a “based on” credit.

Vampire was always the flagship brand of the World of Darkness, going on to spawn a disappointing TV series titled Kindred: the Embraced and World of Darkness Online, an ambitious MMORPG that failed to set the world on fire. Initially billed as “a storytelling game of personal horror,” it ended up glossing over the psychological aspects of surviving as a vampire and focused instead on vampire society and politics. Its post-punk take on the children of the night can be said to have inspired movies like the Underworld series and TV series like True Blood and The Vampire Diaries, as well as a lot of urban fantasy fiction. It was also one of the first tabletop RPGs to have a significant appeal for female gamers. I look back on it with great affection.

Products
Wraith: the Oblivion, second edition (1998) – introduction Buy it here
Mummy, Second Edition (1997) – co-author Buy it here
Book of the Kindred (1996) – contributor (reprint)
Clanbook: Assamite (1995) – author
Wraith: the Oblivion, first edition (1994) – introduction Buy it here
Vampire Storyteller’s Screen (1993) – insert booklet
A World of Darkness (1992) – contributor: Britain Buy it here
The Succubus Club (1991) – contributor: “Annabelle’s Party” Buy it here
Chicago by Night (1991) – editor Buy it here
The Storyteller’s Handbook (1992) – contributor Buy it here
The Players’ Guide (1991) – contributor Buy it here
Vampire: the Masquerade (1991) – introduction Buy it here

Articles
“Bloodlines,” Adventures Unlimited #6, Summer 1996
“Purgatory,” White Wolf Magazine #28, Aug/Sept 1991 Buy it here

Also on this Blog
All posts tagged “White Wolf”

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Video Gameography

My Complete and Utter Bibliography: The Rest of the RPGs