Horvath’s Hoard

Monsters, Aliens, and Holes In the Ground was penned by enthusiastic RPG collector Stu Horvath as an outgrowth of his other work documenting vintage RPGs, which began with a humble Instagram account and now takes in a weekly podcast. It’s a handsomely-presented coffee table book, offering a sort of tabletop RPG equivalent of A History of the World In 100 Objects in which Horvath goes over his extensive personal collection and picks out RPG books to discuss – core rules primarily, but supplements, adventures, campaign settings, and less easily categorised items also feature.

Rather than simply offering a run-down of Horvath’s favourites, Horvath attempts to select items which help illustrate something about the tabletop gaming zeitgeist. If a game is historically significant or extremely influential, that counts for a lot, but Horvath also allows himself to include a few items which represent noteworthy oddities, intriguing creative dead ends, or outright screwups, because as in other creative fields infamous failures can be just as illustrative as celebrated successes. In addition, Horvath sticks to items from his own collection – he won’t include something he hasn’t heard of, or has not at least at some point owned and been able to make his own assessment of.

In this respect the biggest gap, as he acknowledges in the introduction, are RPGs in languages other than English; I don’t know whether or not Stu is multilingual, but presumably if he was multilingual enough to read and appreciate RPGs written in other languages, he’d have included some here, so this is really a tour through the Anglophone segment of the hobby; we get only second-hand glimpses, via translations, into areas like the Swedish scene, and nothing on Germany or Japan, all territories where games other than D&D rule the roost.

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A Retro Idea of Retro

I’ve previously discussed insights we can get from Arcane magazine’s Top 50 RPGs feature, but there’s one other feature from the magazine which I think has aged particularly interestingly. Rather than being presented in a single article, though, it unfolded over the span of the magazine’s existence.

This was the monthly Retro feature, each instalment of which offered a one-page retrospective of an old game, by and large (with a very few exceptions) one which was well out of print by the time. This is interesting to look back on now because when Arcane was being published the hobby was some 21-23 years old; this year it’s 46. In other words, more time has now passed since Arcane magazine ended than passed between the emergence of D&D and the appearance of Arcane. It’s interesting, then, to look back and see what games were considered to be old-timey classics from that perspective, and how things have developed since.

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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 either consisting of patchy US imports or a few local magazines published 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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Lagging Behind the Turtles

Despite Palladium’s recent history having been known more for accidents, tragedies, betrayals, and blunders, with Kevin Siembieda’s working process infamously not keeping up with the times, there was an era when they were substantially more on the ball. Perhaps their best business decision came about in the mid-1980s, when they landed the licence to do an RPG adaptation of Teenage Mutant Ninja Turtles.

Now, let’s remember that this was before the cartoon series turned Master Splinter’s best students into pop culture icons (and generated a slew of “badass animal-people fight crime” cartoons that clogged 1990s television schedules – Biker Mice From Mars, Avenger Penguins, Street Sharks, you know the drill). Back in 1985, when the game came out, the Turtles were mostly known via the original indie comic book from Eastman and Laird – in other words, they’d already become a significant hit in the comics world but hadn’t yet become the monster multimedia franchise they’d eventually become.

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Dragonmeet Hoard: Rifts

One of the cornerstones of Dragonmeet is the bring-and-buy sale, and on the sale stall this time for the deliciously small price of £5 was a much-battered, clearly extensively used in play copy of 1st edition Rifts.

Rifts is pretty infamous, as is its author Kevin Siembieda and his publishing company Palladium Books, but that infamy seems to me to be a bit patchy. I’ve always had the impression that Palladium fandom was the sort of thing which was very regionally concentrated; you had tight clusters of Palladium fans here and there where their games had taken off, and outside of those bubbles you had numerous gamers who either write them off entirely as juvenile nonsense or haven’t heard of them.

To be fair, in the intervening years since Rifts came out Palladium have done their reputation few favours. Former employees and freelancers have talked of how difficult it can be to work with Siembieda, with this RPG.net post from Bill Coffin being a particularly evocative example. The company’s public-facing communications are usually heavily focused on making a sale to you – which arguably is the case for most PR statements issued by any company, but Palladium’s sales pitch comes across as particularly strident, artless, and nakedly hucksterish; a bit too much like a used car salesperson desperately trying to close a deal, and in a way which can put people’s back up.

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