So, a while back I did an article looking back at Arcane‘s Top 50 RPGs list from back in 1996, as polled among their (primarily UK-based) readership. At the time, I said that no truly comparable list had been produced since, but I’ve recently become aware of Tabletop Gaming magazine’s June 2018 piece on the Top 150 games. This includes board games and card games, but RPGs are healthily represented there – in fact, the top game on the list is an RPG. It’s also a UK magazine which feels in some respect like a present-day update of Arcane with a wider remit and some somewhat deeper insights, and the list was also based on a reader vote.
So, I thought it would be interesting to extract just the RPGs from that list to get a “Top RPGs” sub-list, and compare it to the Arcane list. Perhaps we shouldn’t read too much into it – the readership may well not be that similar – but it’s interesting to think about, right?
Given that it is a game about playing a dead person, in some ways it is appropriate that Wraith: the Oblivion was the first of the World of Darkness games to die – not even making it past 1999. Having received even less support than Changeling, in some respects it’s the member of the initial “big five” World of Darkness RPGs which both needs the most love from a 20th Anniversary edition and, you would think, would be one of the easier game lines to sum up in a big fat 20th Anniversary rulebook – after all, since less was published for it, less needs to be compiled, right?
On the other hand, in some respects Wraith is the most genuinely clever and cutting-edge of the original World of Darkness games. Whilst White Wolf spent most of the 1990s trying their hardest to adopt a pose of being sophisticated artists bringing a new level of sophistication to tabletop RPGs, it was rare that their games actually reflected this in terms of system and the supported gameplay and the overall concepts being played with. Wraith was a major exception in this respect.
With Rich Dansky, respected in the fanbase for the work he’d done on the original game line, in place to write this updated edition, would it provide this unique game with the treatment it’s always deserved but never quite received, or would it be another victim of the reputed Wraith Curse?
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.