Out-of-Print RPG Homage Page

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        There are many, many RPGs that have been published since role-playing first appeared. Doubtless all of these have been responsible for numerous successful campaigns and a great deal of enjoyment. It pains me when I notice, however, that many of the (in my view, at least) most beautifully designed games are now out of print.
        TSR is the biggest culprit in my view. Although some of their out-of-print games have seen new editions, been resurrected as supplements for other games, or been published on the net, it often seems to me that (with the obvious exception of whatever the latest incarnation of D&D is) TSR acquires great game concepts, publishes them, gathers a cult following for them, and then drops them. Cries from fans for re-printing or additional supplements fall on deaf ears.
        If anyone from a company that publishes role-playing games should ever read this, consider this fact: yes, in order to keep people buying games, you have to keep publishing new games; this is because the increase in the gaming demographic is insufficient by itself to keep cash rolling in on a single product, since gamers only need to buy a rulebook once. However... gamers are fanatics, usually about one (or more) games. They will latch on, and keep writing articles, buying adventures, and playing games. Don't drop a game product just because it's not selling as much as it once did; it doesn't mean people don't like it anymore, just that not as many new people are liking it each year as they did earlier. Please, don't ignore all those customers who have already shelled out their $19.95 (or whatever) and become devotees of your product. It'll cost you in the long run.
        I have selected four of my favourite out-of-print games for detail below. Three of the four are, in fact, related, and not just because they're all from the TSR stable.


        Metamorphosis Alpha
        The world's first science-fiction role-playing game, with a system derived from the original D&D and a concept taken from Brian Aldiss' excellent novel Non-Stop. Written by James M. Ward, published by TSR. It has been out of print for so long that I've never had the honour of actually seeing a copy in person. It doesn't help that I live in Australia, of course, because there wasn't much of a role-playing demographic here when MA was in print.
        It would be awfully kitsch now, especially compared with hard sci-fi games like R.Talsorian's Cyberpunk and Fantasy Games Unlimited's Aftermath, but no less fun for all that. I've been on the lookout for a copy of MA for more than a decade now... and if anyone knows where I can buy a copy, *please* email me.


        The Book of Mars
        An amazing stand-alone combat system (not a full role-playing system, really, although expanding it or integrating it is easy) in a single soft-cover book, usable for classic role-playing or table-top miniatures, covering the gamut of combat from bare-handed or sword vs. fang to machine guns and beam lasers. Written by David Tennes, published by Fasa in 1981 and never (to my knowledge) re-printed. No supplements or adventures were ever produced and my enquiries with Fasa have revealed that David Tennes departed after producing that one game, for parts unknown. The system uses only 10-sided dice.
        This system is outstanding for two reasons: 1) it is extremely realistic in the way it deals with damage and weapons and 2) despite the complexity which is a necessary result of its realism, it is dealt with in such an organised manner that understanding and finding any specific rule is very easy.
        I do get the impression that it was released before the author was completely finished with it. There are one or two references to Chapter 17, but the book has only 16 chapters.
        I integrated this combat system into several campaigns and many, many shorter games I've run over the last 16 years. It was always popular with myself and my players for its gruesome results and ease of play. If anyone knows what David Tennes has been up to since '81, or if he's published anything else, please email me.


        Gamma World
        I'm talking about the original Gamma World here, written by James M. Ward and Gary Jacquet and published by TSR in 1978. It is the direct descendant of Metamorphosis Alpha (described above), and as far as I know appeared right after MA went out of print.
        Like MA, it is kitchy to look at now, but no less excellent for all that. The original Gamma World had an exciting, baroque feel which I've not seen captured by any other role-playing game. The game mechanics were derived loosely from D&D, and could (with a little fudging) be integrated, but like MA had some game concepts totally unlike D&D. The chief difference was that (apart from equipment) a starting GW character was hardly different at all from an experienced one. This gave GW a more realistic, "man-to-man" feel in keeping with a post-holocaust setting, where one man with an advanced weapon might slay many more poorly armed warriors, but where a swordsman either developed the sense not to attack an outnumbering group or was removed from the gene pool.
        This game went out of print, was revised and re-released under the same title (but I refer to it as "Gamma World 2nd Edition" or just GW2) in 1983. GW2 kept most of the original structure and added a lot of material, but it lost something in the sense of atmosphere that the original had supplied.


        Gamma World, 3rd Edition
        Gamma World was again revised and released under the same title (but I refer to it as written above or just GW3) in 1986. Again it was James M. Ward and Gary Jacquet, together with David James Ritchie who had also co-authored GW2. The game felt new for two reasons: 1) the entire game mechanics were new, original, and totally incompatible with D&D, and 2) the "feel" of the game had changed again - to something new and exciting. Unashamedly I stopped playing the original GW (I'd bought GW2, experimented with, and then put it aside) for GW3.
        The heart of the new mechanics was the Action Table, on which all actions, from driving a car or applying first aid, using telepathy or trying to hack someone to death were resolved. It used percentile dice to produce a result in one of several coloured bands, indicating a result ranging from critical success through somewhat less amazing success to simple failure and a fumble or "bad news" result. An almost identical system was published for the TSR game Star Frontiers in the supplement Zebulon's Guide to Frontier Space... something else which just had time to be published before being canned.
        GW3 was the best of the Gamma World editions. GW4 (when it was published in 1992 in *another* complete rewrite) was a let-down for me. My players and I continue to enjoy GW3, and I've tracked down copies of nearly all the out-of-print adventures now too. However, if anyone knows where I can buy a copy of GW10: Epsilon Cyborgs, please email me.

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