Kickstopper: What a Long Fantasy Trip It’s Been

This is the story of a Kickstarter which many in the RPG community had thought would never be possible, or at least wouldn’t be possible until at least one stubborn rights-holder had ended up in the grave. The departure of Steve Jackson (the US one who does GURPS and Munchkin, not the UK one who started Games Workshop and Fighting Fantasy) from Howard Thompson’s Metagaming was, as I’ve discussed previously, a bitter breakup involving no small amount of acrimony, largely from Thompson’s direction (at least in terms of public behaviour and incidents).

One of the ways in which Thompson tried to get back at Jackson concerned The Fantasy Trip, an RPG which Jackson had written whilst at Metagaming (and, indeed, the subject of some of the ill feeling between them, with Jackson and Thompson having very different tastes in RPGs and ideas about what form the product should take). After Metagaming went bust, it was only natural that Jackson should ask after the rights to The Fantasy Trip, but Thompson demanded a quarter of a million dollars for the rights.

This was an absolutely absurd amount of money, even during the early 1980s RPG boom, and Thompson’s reasons for asking for it have been the matter of lasting speculation. Was he absolutely kidding himself about how much the rights were actually worth? That would be consistent with a caricature of Thompson as a clueless businessman who didn’t know his own industry, but the dude had kept the lights on at Metagaming for nearly a decade, so if he were that clueless it’d be surprising. Did he have half a mind to get back into the industry? If so, after three-and-a-half decades he hasn’t made any apparent effort to do so.

To me, the explanation which is most consistent with the facts is good old-fashioned spite: Thompson still bore a grudge against Jackson for leaving (and taking some hot IP like the OGRE boardgame with him), Thompson therefore demanded an absurd amount of money from Jackson for the Fantasy Trip rights, working on the basis that it was more insulting than simply refusing to negotiate at all – and that if Jackson were actually fool enough to pay him the money, he’d be gambling with the stability of Steve Jackson Games itself.

Thompson, however, didn’t figure on the arcane operation of 17 U.S. Code § 203, a legal clause allowing authors to claim back the rights to works they’d signed away after 35 years. A little known and even more infrequently used clause, invoking it allowed Jackson to reclaim all the rights he had in The Fantasy Trip. Whilst that didn’t include the artwork, or the range of products that Metagaming had made written by other hands, that did include the text to all the products that Jackson himself had written – and since that included all the core rules to The Fantasy Trip, the stage was set for the game’s return after decades in the wilderness. And what better platform to fund the big comeback than Kickstarter?

Continue reading “Kickstopper: What a Long Fantasy Trip It’s Been”

The Burden of Choice

GURPS came out in 1986 and hit its boom period by the early 1990s, with a dizzying variety of supplements for it – supplements covering specialist rules subjects like vehicles or space travel, supplements detailing genres ranging from the broad to the narrow, and supplements detailing various settings, and even a few adventures.

Over the course of that process it was inevitable that there was a certain amount of overlap between the supplements – new character generation options and new rules which, after being introduced in one supplement, turned out to be of broad enough use that other supplements ended up reproducing them (or reinventing the wheel by producing similar but very slightly different rules or options that did more or less the same thing – though by and large Steve Jackson Games seem to have done a good job of avoiding that).

Continue reading “The Burden of Choice”

Two Systems, Both Generic In Dignity…

GURPS and the HERO System have a slate of similarities. Both arose out of earlier games; GURPS is at its core an extensively revised and genericised take on The Fantasy Trip, whilst HERO came out of Champions. Each system has influenced the other – Champions drew inspiration for its point-buy character generation and its 3D6 resolution mechanic from The Fantasy Trip, and GURPS took the idea of character Disadvantages that get you points back and numerically rated Skills whose base value is tied to your attributes from Champions. Both games went through a process of rapid early evolution before attaining a stable state in the late 1980s, with the GURPS 3rd Edition of 1988 and the 1989 4th Edition of Champions/HERO remaining the standard versions of those respective games for the whole of the 1990s. And both games have gained reputations for being highly crunchy, especially in the wake of thick hardback new editions of the respective lines in the mid-2000s – since when, both games seem to have suffered a waning of their fortunes.

For this article, I am going to review 3rd edition GURPS and 4th edition Champions – both well-regarded versions of those respective game lines which are generally held to have marked the point before bloat took hold of both systems – and also take a look at how the future development of each game took them down what, in my view, are evolutionary cul-de-sacs, and what their current publishers are doing to try and correct for that now. I’m also going to look at a supplement for each system which I think exemplifies the strengths of the respective support lines.

Continue reading “Two Systems, Both Generic In Dignity…”