The Arcane Top 50 – Where Are They Now?

Arcane, a short-lived British tabletop gaming magazine from Future Publishing which ran from December 1995 to June 1997, is a name to conjure by for many gamers of around my age. I came to the hobby after White Dwarf had become a Games Workshop in-house advertising platform, and just as Dragon was on the verge of dropping its coverage of non-TSR RPGs altogether; that meant I got a brief taster of TSR having a broader scope of coverage, and missed out on the golden age of White Dwarf altogether.

With other RPG-focused gaming magazines available in the UK only available on a decidedly variable basis (whatever did happen to ol’ Valkyrie?), the arrival of Arcane was immensely welcome. Sure, even by this early stage the Internet was already becoming an incomparable source of both homebrewed material and cutting-edge RPG news, but much of that was in the form of Usenet and forum discussions of variable quality or ASCII text files. To get something which was informative, read well, and looked nice, print media was still just about where it was at.

Truth be told, taking a look back at Arcane in more recent years I’m less impressed than I was at the time. It took largely the same approach to its own subject matter (primarily RPGs, with some secondary consideration to CCGs – because they were so hot at the time they really couldn’t be ignored – and perhaps a light sniff of board game content) that Future’s videogame magazines took to theirs, particularly the lighter-hearted PC Gamer/Amiga Power side of things rather than the likes of, say, Edge. That meant it focused more on brief news snippets, reviews, and fairly entry-level articles on subjects than it did on offering much in the way of in-depth treatment of matters.

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An X-Edition of an X-Traneous Game

Let’s take a look at two trends in geek-adjacent culture in the 1990s: The X-Files was massive on television- a show in which an ensemble of characters in a modern-day setting investigate supernatural gribblies lurking in the shadows – and tabletop RPGs were going through a phase of being very keen on modern-day settings replete with supernatural gribblies lurking in the shadows.

Given that the Lone Gunmen play D&D at one point, it seems likely that the X-Files creative team weren’t ignorant of RPGs, and given that RPG publishers were hog-wild for licencing anything and everything – West End Games made RPGs of Tales From the CryptSpecies and Tank Girl, for crying out loud – so it’s not entirely clear to me why there wasn’t an official licenced X-Files RPG, particularly since Call of Cthulhu‘s perennial popularity proved that investigative RPGs are a viable niche.

If I had to put a bet on it, however, I’d say it came down to the larger publishers who could have conceivably afforded the licence failing to move quickly enough, by which time smaller publishers proved you could fill the gap without really needing the licence at all. Sure, without the licence they couldn’t use the specific lore and characters of the show – but for the purposes of an RPG where people will likely want to make their own player characters anyhow the characters are less essential, and I’d argue that the background lore of the X-Files is the least valuable part of the IP. The show always got by more on its mysterious atmosphere than it did on the actual answers to those mysteries; so long as you hit something acceptably close to the atmosphere of the show, it’d be good enough for most gamers.

Delta Green, for instance, adeptly recognised that the vein of conspiratorial paranoia and supernatural horror that The X-Files were built on complements the cosmic vertigo that’s the basis of the Cthulhu Mythos (or at least the good bits of it which aren’t based on racism) nicely, and also worked on the basis that if you already have a system which works well for investigative RPGs and can handle a modern day setting, you can do The X-Files in it.

(OK, strictly speaking the earliest Delta Green materials preceded The X-Files – but in practice, that meant Pagan Publishing were perfectly placed to pivot the subsequent material to to cater to the X-Files niche and had the jump on everyone else in that respect.)

And then there was 1996’s Conspiracy X, which, as you might guess from the title, wasn’t exactly shy about what it was trying to do. Whereas the more recent 2nd edition is based off Unisystem – of Witchcraft and All Flesh Must Be Eaten fame – this review’s going to take in the first edition, which had its own bespoke approach.

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