Adventurer Magazine, Ares, Challenge, Different Worlds, Imagine, Pegasus, Polyhedron, Sorcerer's Apprentice, Space Gamer, and White Dwarf are the few that I've either managed to find, or had any interest in reading. From a historical perspective of the hobby, these magazine are fantastic, each one showing different views and perspectives that both GMs and Players shared at a time when table-top gaming was switching from wargaming to role-playing.
It's also illuminating to see just how the hobby started and changed over the course of years and decades. I didn't get even know what D&D was until the mid-80s. Up to that point, Choose-Your-Own-Adventure, Fighting Fantasy, and similar books were my gateway into any sort of non-electronic (computer/console) adventure gaming.
Last night I started reading Different Worlds, published by CHAOSium, starting in 1979. I guess, back in the day, that is how the company spelled itself, that's how it's shown in the magazine. Anyhow, what I particularly like about the 1st issue, is that they have a special feature article titled, "My Life and Role-Playing". This article is a compilation of introductions and brief synopses from various people in the hobby at that time, some of whom I am familiar and other I am not.
There is a metric ton of information and history within all of these magazines, so in this thread, I think I'll make it a point to post various bits and pieces from the magazines as I read through. I find the material pretty fascinating and I think others will too.
KEN ST ANDRE, Different Worlds, Issue 1, 1979 wrote: Ken is one of the more prolific game designers around, preferring to stick mainly with fantasy and sci-ft. He is the editor for Flying Buffalo's new magazine, Sorcerer's Apprentice.
I don't know when I first heard the old saying about life being a game, but I've always believed it. And I've never really been content to just play other people's games-I'm always messing with the rules, trying this or that variation.
Let me introduce myself - Ken St. Andre, at your service. I'm a native of Phoenix, Arizona, now in my 31st year of existence in my current incarnation. My chief claim to fame in gaming is that I didn't like the mechanics of Dungeons and Dragons on first sight, though I loved the basic idea of fantasy role-playing. I didn't set out to compete with D&D - it just happened, but the battle has been joined for a couple of years now, and there's no end in sight. I'll get to the genesis of Tunnels and Trolls later. Right now, let me get back to my gruesome self-portrait.
Six feet tall, brown-haired (once thick but now thinning), near-sighted as a bat, 180 lbs., I am an indifferent though not totally worthless swordsman, I like large-breasted women, and am married to one named Cathy. Since the 7th grade, I have been a reader and collector of fantasy and science fiction, starting with Edgar Rice Burroughs and moving in steady quest of the bizarre to ever more obscure authors and mythologies. I have always been a social misfit (and will always be one, I think). Introverted, my tendency is to run around with a small circle of very close friends and generally ignore the rest of the world. I admire extroverts, but don't like them. I have always done well academically and finally wound up with a Master's degree in Library Science. I have a large and steadily growing book collection of which I am unreasonably proud and protective; nevertheless, it has been harshly weeded and only the cream of all the books I've ever purchased are still with me. I have a complete run of the Marvel Conan comics. I was one of the original founders of the Kingdom of Atenveldt which is the local branch of the Society for Creative Anachronism in Phoenix, but I dropped out of it in 1971 when a lady broke my heart, and I never really went back.
It seems like my whole life has been spent inventing games. The first one I ever did used the Monopoly board, pieces, and dice, and was a simple race game, with the railroads, corners, chance, and community chest places acting as traps to slow or kill the moving figures. Another early invention was combat chess. The rules are exactly the same as regular chess, but when you attempt to take a piece, the two pieces fight it out and the winner remains on the board. (The attacking piece gets 3 dice while the defending piece only gets 2, doubles or triples add and roll over). I can't remember how many different varieties of War I invented with cards before I ever knew there was such a game.
High school was devoted to World War II, the jungles of Tarzan, and the dead sea bottoms of Barsoom. Those games, which filled many an afternoon for me and my friends have all perished long ago. Most of those friends are gone, too. Only one space war game that literally took over our local science fiction club meetings for about a month. The Romulans tended to sin a lot, but the Federation was always tough.
And the process continues. It seems that I get at least one new game idea per week, often more. Needless to say, most of them never even get as far as being put down on paper. Such a game is Tarot Bridge-a little trickier than regular contract bridge (15 to 13), but should be a lot of fun to play for those who are mystically inclined.
I never planned to be a game designer for profit. What I always wanted to do was write fantasy. But due to a lack of drive and an inability to face rejection slips, I never made it as an sf writer, though I've been trying since I was 18. One rejection slip and I don't submit anything professionally for one to two years. Consequently I have very few rejection slips, and even fewer sales.(None that count for anything outside gaming.) Well, if fantasy gaming is to be my métier, than I intend to make the most of it.
Which brings me back to Tunnels and Trolls. and the great debt I owe Gygax and Arneson. In January of 1975 I began to hear about a new game called Dungeons and Dragons from some of my correspondents. It sounded fascinating, but it hadn't reached Phoenix and no one I knew had actually ever played. Finally, in April I got the chance to examine the original D&D Rulebooks. I sat down where I was and studied them for about two hours. When I had finished I was convinced of several things: (1) that the basic ideas were tremendous, even revolutionary, but that (2) as then written the mechanics of play were nearly incomprehensible, and (3) that the game rules cost far more than they should and (4) that 4,8, 10, 12, and 20-sided dice were too much to bother with. As I stood up I vowed that I would create my own version of the game that I could play immediately and that would correct all the other things I thought wrong with D&D. And I started on it that evening, and worked straight through for a week devising a basic set of alternatives to the D&D rules. Since that time I have never studied the D&D rulebooks again.
In about a week I was ready to try my fantasy game on my friends. They went berserk. They loved it. Some borrowed my one typed set of rules and photo copied them. Others just wanted to borrow and keep my rules. Those rules were getting dirty and worn-out fast, so I offered to get them printed up in enough copies that everyone could have a set. The idea was popular.
By that time other people had begun to have an effect on the development of the rules. Steve McAllister had aided greatly with the invention of the spells. He and Bear Peters had also come up with their chart for personalizing various types of humanoid monsters. Greg and Hilde Brown had suggested a system of dealing with missile combat. Probably the biggest change was in the name. Everyone was calling it Dungeons and Dragons around Phoenix at that time. I knew we couldn't do that. (Incidentally, Gary, I want to compliment you on a remarkably good choice of a name for a fantasy game. Dungeons and Dragons says it all!) I have always loved alliteration (and other poetic techniques. Would anyone out there like to see some fantasy poetry some time?), so I decided to call my creation Tunnels and Troglodites.
Needless to say that cognomen went over like a lead balloon. First the gang laughed me out of the room; then they called me back and told me that Tunnels and Trolls was more reasonable. Well, it sounded a bit simple to me, but you all know what happened...
1975 was my last real year of leisure. I had my new degree in library science, but no job to go with it, so I was able to sit down and work on writing rules in an organized fashion for a solid month. It was at that time (May to June) that the detailed weapons charts were created. I twisted Rob Carver's arm until he did some art for the thing. I wanted something I could look at as well as play with. I arranged to have it printed at my own expense (100 copies cost me $60 at the Arizona State University print shop). I got McAllister and Peters to collect and collate the thing, and I went off for a month's vacation with my wife to Lake Tahoe and San Francisco. I planned to meet them at the WesterCon in Oakland over the Fourth of July and see how it came out.
It came out pretty well. The cover of the first edition shows a chunky unicorn watching over a large-breasted maiden who is bathing in a pool, and the words on the cover are: ''... perpetrated on an unsuspecting world by Ken St. Andre, Robin Carver, Mark Anthony, James Peters, et al. of the Phoenix Cosmic Circle." The title "Tunnels and Trolls" showed up at the bottom of the first page (Contents and Malcontents). We sold about 10 copies at WesterCon in '75, and first met Liz Danforth.
When I got home I had about 40 copies of the original 100 that I didn't know what to do with . Rick Loomis, owner-manager of the infamous Flying Buffalo computer games house, agreed to try and sell them for me. He sold them very easily and approached me with an offer to manufacture and distribute the game. The rest is history. T&T has gone through 3 revisions and a supplement, and is currently being revised again-for the last time I hope. Sales have continued to grow.
Around the end of that year Howard Thompson asked me to do a fantasy roleplaying game for Metagaming. I already had one in hand. For a couple of months I had been toying with the reverse of the original premise. Instead of humans raiding and plundering the home territory of monsters, evil wizards, etc., why not play the bad guys in their evil attacks on mankind? Thus , Monsters! Monsters! was born. At Howard's urging I put together a game manuscript for M!M! as quickly as I could and sent it off to him before the year was over, complete with illustrations, and suggestions on how to print and market it. Howard didn't really care for my ideas. First of all he decided it needed a color cover, and then he decided that Steve Jackson should edit it for clarity. All this took a long time. It was the middle of 1976 before the game was ready to print, and production costs had risen. Is it any wonder that T&T which was selling then for $3 a copy greatly outsold M!M! which went for $7, even though M!M! was slick and beautiful by comparison?
We've had a few firsts with T&T in the gaming field. Solitaire dungeons, a means of fantasy-role-playing without anyone else needed, are the brain-child of Steve McAllister. Rick Loomis actually wrote the first (and still one of the best) of them: Buffalo Castle. I wrote the second: Deathtrap Equalizer Dungeon in February 1976. We were the first to get a foreign publisher: Games and Puzzles in England. They re-edited the game again, probably to their detriment, as I have had letters from England comparing the American to the British volume and saying they preferred my wording. This year (1978) we (Flying Buffalo and I) issued the first directory of T&T players. For 1979 we will have our own calendar. We try to innovate, not just commercialize.
One thing that has always seemed ironic to me is that others reap the chief benefits from my game. Illustrating T&T has developed into a full-time job for Liz Danforth with Flying Buffalo. Bear, Steve, Liz, everyone I know have wonderful high level characters to play with-my best is an 8th level warrior maid. And so it goes. But it's been fun. It almost makes up for not being a well-known fantasy writer. And it's still growing, still evolving.
One controversy that has come up is whether T&T has the right to imitate D&D. Ideas and systems are not copyrightable. Nor is T&T in any respect a plagiarism of D&D. Combat and magical systems are radically different, and growing further apart as time goes on. The point we like to make is that T&T can do everything that D&D does, but in a simpler and easier way.
Another point that all should consider is that people have the right to innovate, to offer alternatives, to go on with other games and systems. The advent of Chivalry and Sorcery, Runequest, The Fantasy Trip, Legacy, and others is healthy and right. There is room for more than one FRP system in the world, room for more than one interpretation of anything. I believe the FRP gamers I most admire are those that combine different game systems and make their own unique creations. That's involvement and originality! Well, enough of history, sermon, and apologetic. Keep growing, and may you always make your saving roll!