Back in July, Tom Chapman
of Autocratik proposed that everyone spend each day in August talking about one
RPG, framed by these questions:
1st - First RPG Played
2nd - First RPG
Gamemastered
3rd - First RPG Purchased
4th - Most recent RPG
purchase
5th - Most Old School RPG
owned
6th - Favorite RPG Never
get to play
7th - Most “intellectual”
RPG owned
8th - Favorite character
9th - Favorite Die / Dice
Set
10th - Favorite tie-in
Novel / Game Fiction
11th - Weirdest RPG owned
12th - Old RPG you still
play / read
13th - Most Memorable
Character Death
14th - Best Convention
Purchase
15th - Favorite Convention
Game
16th - Game you wish you
owned
17th - Funniest Game
you’ve played
18th - Favorite Game
System
19th - Favorite Published
Adventure
20th - Will still play in
20 years time…
21st - Favorite Licensed
RPG
22nd - Best Secondhand RPG
Purchase
23rd - Coolest looking RPG
product / book
24th - Most Complicated
RPG Owned
25th - Favorite RPG no one
else wants to play
26th - Coolest character
sheet
27th - Game You’d like to
see a new / improved edition of…
28th - Scariest Game
you’ve played
29th - Most memorable
encounter
30th - Rarest RPG Owned
31st - Favorite RPG of all
time
The idea seems to have taken off like, well,
like Dungeons & Dragons circa 1978.
My answer to the first question is two answers
really—The Fantasy Trip’s Death Test (if it counts as an RPG) in the fall of
1978, or (if Death Test doesn’t count), Dungeons & Dragons in the winter of
1978-79, played (presumably) with the three little brown books plus
supplements.
As I remember it, Death Test was an expansion
of the $2.95 “micro” games Melee and Wizard, giving rules for creating a
“dungeon” to test a group of warriors created with the Melee and Wizard rules.
Since it was usually played one-on-one with one player as referee and the other
controlling all the “characters”, and since it was pretty one-dimensional in
terms of stressing combat, it’s unclear whether it really qualifies as an RPG.
Melee and Wizard were pretty nifty as pocket
games to take out and play for an hour or two, but the “extended” Death Test
got boring pretty quickly. Or so it seemed to me after slogging solo through
room after room of my friend’s original creation—“This time it’s NINE GOBLINS
in an L-SHAPED ROOM, ha ha ha!!!”
I played Death Test once with my father who was always
on a different wavelength where RPGs were concerned. He had never read a
fantasy novel and didn’t believe in God-for I think the same sorts of reasons.
And RPGs just confused him. It bugged him that one player got to “control”
everything. He didn’t understand the “angle”. But he didn’t mind a bit of controlling when
the opportunity presented itself. In his first and only “dungeon”, created just
for me, each room was named after an American president. The rooms didn’t have
labels or anything. He just announced, when I opened a certain door, that I was
now entering the John Adams room, or whatever (and three dragons, seven goblins
and a minotaur were suddenly fast approaching). So I’d slam the door, go down
the hall and open another door and “You’re now in the Dwight D. Eisenhower
room” (five gargoyles and a wizard). And so on. I never did find out what it
all meant. I suspect he didn’t know either.
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