Dungeons & Dragons
(D&D), the world’s first
roleplaying game (RPG), was introduced in 1974. The original version of the
game was, in essence, an expansion for Gary Gygax’s tabletop miniatures game Chainmail and, thus, did not have its
own unique combat system. You had to have a copy of the miniatures game in
order to play it. It was also, for some, difficult to understand. While these
and other issues led some players to the conclusion that the rules needed
clarifications and/or further development, there was no doubt that the
fledgling company Tactical Studies Rules (TSR) had a hit on its hands.
Within a short time, similar games were coming out of the
woodwork. It seemed as though the gaming community had been waiting for the fantasy
RPG to be created and just didn’t know it. The first of these was Flying
Buffalo’s Tunnels & Trolls (T&T), which debuted about a year
after D&D. While its predecessor
was a fairly serious game, T&T
was designed in a more lighthearted vein. It was also less complex and was the
first game system to offer single-player options. One of the biggest challenges intrinsic to RPGs is getting a
group together (and, having done so, preventing that group from imploding). By
design, RPGs require at least two players, preferably more. Someone has to run
the game in which the players take part (a Game Master (GM) in general terms or
a Dungeon Master (DM) in D&D). But
what do you do when you crave a fantasy adventure but don’t have anyone to play
with?
To solve this
problem, T&T introduced solo
adventures. These took the form of short books in which players make choices at
certain points and turn to the corresponding section. For example, the text
might say something like, “You enter a dimly-lit room. There are doors to the
north and west. A small chest stands in one corner. To go north, turn to 25. To
go west, turn to 78. To open the chest, turn to 44.” If this sounds familiar,
it was later used by the creators of the Choose
Your Own Adventure book series, although the T&T books differed in that players use a character sheet and
roll dice to determine outcomes, just like in a traditional session. Basically, the book was the GM.
Games Workshop
(the British company known these days for the miniatures game Warhammer) founders Steve Jackson and
Ian Livingstone introduced Fighting
Fantasy in 1982. Unlike the T&T
solo adventures, these books were self-contained; they did not require players
to use the rules of the “parent” game, as there wasn’t one. With titles such as
The Warlock of Firetop Mountain, Deathtrap Dungeon, Temple of Terror, and House
of Hell, this high-quality series proved very popular and remained in
publication until 1995, totaling 59 books.
Joe Dever’s Lone Wolf, launched in 1984, was similarly
well received. It was unique in that the same eponymous character appears in
every book, making it a true series. Other excellent offerings from various
publishers include Fabled Lands, Middle-Earth Quest, and Blood Sword. Dever also released a series called Combat Heroes that featured
illustrations rather than text (a compass at the bottom of each scene had a
page number at each point). These adventures could be played solo or against an
opponent who had the corresponding book.
It is
interesting that there were two game designers named Steve Jackson, a British
one and an American one. The American, while working for Metagaming Concepts, gave
the world the first “microgame,” Ogre,
in 1977. Microgames were a brilliant innovation. They came in plastic Ziploc
bags and contained only a rulebook, a map, and punch-out “counters,” i.e. game
pieces. The publishers saved money and space by assuming that players would already
have dice. Ogre, despite its name,
was neither an RPG nor a fantasy game at all (it was, rather, a game of tank
warfare). It could also not be played solo. However, games that followed, such
as The Fantasy Trip, fulfilled both
criteria. Simulations Publications, Inc. (SPI) followed with Deathmaze, which is only an RPG in the
loosest sense but can be played by a single adventurer. In fact, many fans of
the game insist that this is the best way to do it. Players build the dungeon
as they go along by randomly placing room counters adjacent to one another.
They then draw monster tiles, also at random, to introduce combat. In this way,
the game is different every time.
There were a number of magazines that came with games included, as well. Both Flying Buffalo’s The Sorcerer’s Apprentice and Games
Workshop’s Warlock featured short
solo adventures. Ares magazine was
noted for its inclusion of a microgame, complete with counters, with every
issue. Some of these games, such as Citadel
of Blood, were rereleased as box sets. Ares was later absorbed into TSR’s Dragon, but it only lasted for a few issues before being
discontinued.
Of course,
computer games were also an option. In addition to text adventures such as
Infocom’s Zork, players could delve
into the dungeons of Rogue, a game created in 1980. It featured very basic graphics, with
monsters and items and even the player himself represented by ASCII characters.
The player was symbolized by the @; a B could represent a bat and a ! could
denote a potion. Similar to Deathmaze,
every game was different. Rogue
proved so popular that its design was copied numerous times and even spawned a
subset of computer games called Roguelikes, which continue to flourish today.
Many of these, such as Moria, Linley’s Dungeon Crawl, NetHack,
and Ancient Domains of Mystery (ADOM),
are available for free download.
For players who
crave the “old school” experience, many of these options are still available. Gamebooks
can easily be found on Amazon. In fact, some of the older ones, such as Fighting Fantasy, Blood Sword, and Golden Dragon,
have been reprinted in recent years in nice trade editions. The more obscure
titles can usually be found through independent sellers offering books in
Amazon Marketplace. Of course, used bookstores are also a good bet. Microgames
are no longer being produced, but if you’re willing to shell out the money they’re
not impossible to obtain. Also, issues of Ares
are available as PDFs on sites such as Archive.org. (You’ll have to cut out
rather than punch out the counters, but that’s a relatively insignificant inconvenience.)
I feel like I
would be remiss if I didn’t at least mention the British Steve Jackon’s F. I. S.
T. (Fantasy Interactive Scenarios by Telephone). In 1988, the Fighting Fantasy co-author came up with the
idea for a telephone-based RPG. Callers would descend into a dungeon through a
radio-drama-like experience in which they battled monsters and made choices
using their phone’s keypad. Having seen ads for it in comic books of the time, I
was interested in giving it a try, but it was a pay-by-the-minute
thing, and I could see how it had the potential to add up quickly, so I never did (thus
evading my father’s wrath). Jackson reportedly made a boatload of money with it. Of course, this
kind of thing simply wouldn’t fly in our modern, cellular world. It was purely an idea of its time, which is
what makes it so interesting when we look back on it today.
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