Showing posts with label Gygax. Show all posts
Showing posts with label Gygax. Show all posts

Friday, January 22, 2016

Exciting News from the New TSR - The Publishers of Gygax Magazine

I recently received an email from the new TSR discussing their scheduled lineup of new products and it is a real doozy.

When I heard that a rag tag band of old school gamers and old school game company employees had acquired the trademark to the name TSR, I was a bit skeptical. This skepticism remained even after they announced the production of a new gaming magazine entitled Gygax Magazine. My skepticism was primarily rooted in the fear that the new company, which was clearly going to be an OSR (Old School Renaissance) inspired venture, would err too much on the side of D&D OSR and not be a celebration of the entirety of Old School Roleplaying games. My skepticism soon translated into enthusiasm when I received my first copy of Gygax Magazine. Where I had expected a magazine dedicated to various D&D clones, and would have enjoyed those articles as I am a fan of D&D retroclones, what I received was a magazine that included articles covering a wide variety of games and genre.

It was like reading Dragon Magazine during the period when Dragon was more than just a house organ. Gygax Magazine is more the Dragon that published "Crimefighters" than the magazine that dedicated itself to "all 2nd edition all the time." The magazine continued its strong mission of supporting multiple genres, even as the company has had to negotiate some legal obstacles and the loss of some key partners, but the end of the legal battles (and the loss of Luke an Ernie Gygax as partners) resulted in the company deciding to end future publication of Gygax Magazine.

These recent obstacles had me once again worried about the future of the company, but then I received an email about their projected lineup and my excitement has returned.

This year, TSR plans the release of three lines of products.

The first is a line of adventure modules designed for use with a variety of old school game systems. This line of adventures is called, fittingly for one which is supporting multiple systems, the Pantheon Series.


As you can see from the image, the Pantheon Series will include Fantasy (Multisystem), Science Fiction (Metamorphosis Alpha), Superheroes/WWII (Godlike), and Espionage (Top Secret).  The lineup of authors includes highly regarded designers from the early days of gaming and support for an interesting set of games. The first adventures in the series were originally published in Gygax Magazine, but future entries will be original to the series. I think that this is a bold move by the company and will test how much newer gamers are willing to support the more free wheeling support fostered in the early days of the hobby.

Next on the list of products is a more conservative, but equally anticipated, 5th edition D&D adventure series. The series opens with Trouble at IronGarde Watch by Frank Mentzer and James Carpio. Mentzer was the editor of the classic BECMI edition of Dungeons and Dragons and has a wonderful sense of what makes a great fantasy adventure.

TSR's next offering demonstrates their willingness to fully commit to being an rpg publisher. Code Name: ACRID HERALD is a brand new Espionage role playing game designed by Merle Rasmussen, the designer of the classic first edition of Top Secret for the original TSR. The game is in its early stages, and the title is only an internal playtesting title, but I look forward to seeing what wonders lie in store. When Top Secret was first published, role playing games were young and Espionage wasn't a widely accepted game setting. Modern gamers, and game play styles that are more story oriented, provide a richer environment for Espionage games. The current spy game market has some excellent entries, but there is room for a new player if the game hits the right sweet spots. I'm looking forward to what Rasmussen has in store.


Wednesday, April 03, 2013

Tim Kask: A Tale of Two Magazines


Back in July of 1981 Tim Kask launched the first issue of ADVENTURE GAMING magazine. It was a magazine dedicated to the entire gaming hobby. The magazine launched just as two of the largest "Industry Magazines" (DRAGON and WHITE DWARF) were beginning their slow migration from magazines that covered the entire hobby and into house magazines that covered primarily the products offered by the company publishing the magazine. Tim Kask had been the editor of DRAGON for the first 34 issues of the magazine, so if anyone was qualified to launch a new magazine for the growing hobby he was certainly on that list. Unlike the two previously mentioned magazines, and magazines like Space Gamer, Tim's new venture wouldn't limit what kinds of games it covered. To quote Tim from his "Off the Wall" editorial:

Do you really plan to cover it all? You betcha, Buffalo Bob! The lines that used to separate the types of gamers are becoming more blurred. The amount of crossover interest and participation has never been greater. There can be no disputing the fantasy phenomenon erased a number of those lines, as well as gave the industry an incredible boost in interest in sales. Fantasy remains the dominant force in the industry today, but all areas are showing increased interest and sales. We plan to accurately reflect the hobby whatever direction it may take.
 The words that Tim wrote in 1981 were true, but they weren't sufficiently true for him to launch a successful magazine that lasted years. ADVENTURE GAMING published only 13 issues. As a fan of the hobby as a whole, I find this to be a great loss. Magazines are one of the best ways for modern fans to learn the history of the hobby. They are the primary way we can cut through the "common knowledge" and assumptions about the history of the hobby we so often encounter in conversations across fandom. If you read the article in FIRE & MOVEMENT magazine about the TSR/SPI merger you get quite a different picture than what you hear from former SPI employees. That merger doesn't look to be a clean merger from either side, and one wonders if TSR's attempt to acquire IP while avoiding debt obligations that would have been demanded during bankruptcy wasn't poorly communicated. It certainly created bad blood, and TSR may have been being too "creative" for their own good. Add to that the state of nature-esque competitiveness of that growing market, and modern gaming historians are poorer for the fact that magazines like ADVENTURE GAMING, SPACE GAMER, and DIFFERENT WORLDS didn't do better outside their regional spheres of influence.

Let's just have a look at what ADVENTURE GAMING #1 had to offer:

  1. Scepter & Starship -- A Traveller Variant article. Note that Traveller recently had a very successful Kickstarter over 20 years after this issues publication.
  2. Starting Over: Some Points to Consider Concerning New FRPG Campaigns -- A good how to start a campaign article.
  3. The Joys of Napoleonic Wargaming -- Here you begin to see the breadth of the magazine's coverage.
  4. Reflections -- A "Gamer POV" article about the hobby.
  5. The Adventures of space Trader Vic -- One of the obligatory cartoons.
  6. Campanile -- A column by Kathleen Pettigrew that was a gamer opinion column.
  7. CIVILIZATION: A Game Review -- What it says.
  8. What Makes a Player Good? A DM's View -- An article that looks at a topic that is often under evaluated, that of what players can do to make a better game experience.
  9. Heroic Combat in DIVINE RIGHT -- A cool variant rules article by one of the designers of the game.
  10. Away to the Wars! -- A variant for the KNIGHTS OF CAMELOT game.
  11. Cangames 81 and Canadian Gaming by John Hill -- Yes, that John Hill of SQUAD LEADER fame.
  12. NPCs are People Too! -- An article on how to give more personality to NPCs.
  13. On Being a Gamemaster -- A GM advice column.
  14. Any News of the Questing Beast? -- An overview of KNIGHTS OF CAMELOT
  15. Whither Boardgames -- A column dedicated to the discussion of boardgaming and about how RPGs are hurting boardgame sales and how boardgaming still has value.
It's a pretty interesting lineup and one that would be fun to see in a modern publication. Speaking of modern publications, Tim Kask and his merry band of adventurers are at it again. Late last year/early this year saw the launch of GYGAX Magazine, a quarterly "adventure gaming" magazine. A magazine with a distinctly familiar mission:

We've go material that reaches back to some of the earliest role-playing games, and some of the absolutely newest. Virtual tabletops, fantasy miniatures rules for toddlers, complicated mathematical answers to simple questions, even a city in a swamp...we've got it all here. If there's one question that's come up more than any other while we were making this magazine, it's been "what are you going to write about?" From here on out, we would like to direct a similar question at our readers. What would you like to read? Drop us a line and let us know. With your help, we want to see tabletop gaming thrive and expand.
 While the wording is more "marketing" oriented than the older editorial, the message can be said to be very similar to the older quote, "We plan to accurately reflect the hobby whatever direction it may take." The first issue of GYGAX features the following:

  1. The Cosmology of Role-Playing Games -- An incomplete but interesting look at the role-playing game hobby as a cosmology. It has a lot of important games, but it misses a few games I would consider highly influential. Not to mention that it just ignores 4e completely.
  2. Still Playing After All These Years -- An editorial by Kask. A very good one.
  3. Leomunds Secure Shelter -- An article by Lenard Lakofka, of Bone Hill fame, that looks at the math of AD&D.
  4. The Ecology of the BANSHEE -- With the demise of Kobold Quarterly, it's nice to see an ecology article.
  5. Bridging Generations -- An article by Luke Gygax discussing the continuation of the hobby.
  6. Gaming with a Virtual Tabletop -- What it says.
  7. Keeping Magic Magical -- An article by Dennis Sustare the designer of SWORDBEARER a game that very much kept magic magical.
  8. Playing It the Science Ficiton Way -- A discussion of METAMORPHOSIS ALPHA and its origins.
  9. DMing for Your Toddler -- Cory Doctorow's less useful version of Highmoon Games RPG KIDS. Do yourself a favor and buy RPG Kids.
  10. Greate Power for ICONS -- Steve Kenson article for the supers RPG.
  11. The Future of Tabletop Gaming  by Ethan Gilsdorf -- The second "celebrity" article. It's a good article, but I'm wondering if Shannon Applecline couldn't have done a better job.
  12. The Gygax Family Storyteller -- What you might imagine, in the best possible way.
  13. Talents OFF the Front Line -- An article for GODLIKE by Dennis Detwiller.
  14. D&D past, now, and Next by Michael Tresca -- A good article that none the less falsely states that 4e is the "first edition to explicitly require an objective environment." No, that would be 3e and both Line of Sight rules and Flanking rules.
  15. Gnatdamp -- A city in a swamp. Good article.
  16. The Kobold's Cavern -- Wolfgang Baur!
  17. Magical Miscellany -- Support for Green Ronin's AGE.
  18. An AGE of Great Inventions -- More support for Green Ronin's AGE, which is a wondrous thing.
  19. Scaling Combat Feats for PATHFINDER -- A good article by someone who wants to address the "feat taxes" of 3.x and PATHFINDER. Insert my snarky remark about how PATHFINDER is already amped up, so why does it need to be turned up to 11. Answer with "because it's a game and there is no wrong way to play" response.
  20. Marvin the Mage -- Obligatory Cartoon.
  21. What's New -- Obligatory Cartoon.
  22. Order of the Stick -- Obligatory Cartoon.
As you can see, Tim is being more conservative in the new venture. There are no mentions of Napoleonic games here and the focus is on fantasy. The magazine still covers a wide swath of the hobby though. It has yet to be seen if there is a market for this publication. I'm certainly the target audience, and I've already got a one year subscription to print and digital, but who else will be is the vital question.

Will GYGAX be the next ADVENTURE GAMING or will it be the first of a new breed of hobby based magazines? Only time will tell. It wasn't for lack of quality that ADVENTURE GAMING failed.
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