In 2016 I was interviewed via email by the magazine RPG Review. Here is that interview, divided into three parts. This is part 1.
Welcome to RPG Review, Lewis. The first question is a bit of standard one, but slightly different for yourself. You've been involved in roleplaying games since the earliest edition of Dungeons & Dragons. Can you tell us how you came to be involved, and what it was like in those nascent years?
Glad to be “here.” I played wargames from the time I was about 10
years old, first games like American Heritage Broadsides and then Avalon Hill
games. I was active in play by mail and corresponded with Gary Gygax about the
“International Federation of wargamers” club as early as 1966. (He said something like “don’t call me sir,
I’m not old enough.”)
But D&D was another matter. Someone in my Michigan village had
a copy but all I saw was a dice game, and at the time I usually said “I hate
dice games”. (By this time Diplomacy - no dice - was my favorite game.) But I was a founder of the “Michigan
Organized Wargamers” club and went to a game convention in Detroit in
1975. There I had the opportunity to
play D&D more or less through the night (in a pickup camper!), and was
hooked. At this point the game was the
original three booklets plus the Grayhawk supplement.
What was it like? There was no World Wide Web then, no email, no
video/video games to speak of, no computers practically speaking. In fact the first computer game I ever saw,
sometime in the late 60s, was not a video game. It was played on a minicomputer
that printed out the board for each turn because there were no monitors
associated with most computers at that point, it was still the punch-card era.
It was a lot harder to find other people of like mind, and of course somewhat
later we had people who blamed D&D for problems in the world the same way
people now blame video games. Conventions were small, not 50,000+ people.
Magazines could actually make money then because they didn’t have to compete
with the Web. Piracy of the written word
was very uncommon. I lived in England
from 1976 to 1979 researching my doctoral dissertation, and might often travel
quite long distances to small gatherings to play D&D until I found a
regular group by teaching some university students how to play.
Magazines and fanzines were a primary form of communication amongst
fans. I actually published a science
fiction and fantasy game fanzine, Supernova, in the late 70s, and somewhere I
have a letter from Dave Arneson describing his miniatures campaign with
extraordinary individuals added, that was the basis of D&D, as later
revealed in the Chainmail rules. I also
published Diplomacy fanzines but never a specifically D&D fanzine.
Your period of active commentary and design in roleplaying games seems to be broken up into two distinct periods; firstly from the mid-70s to the early-80s where you were writing for various magazines, contributing to modules (such as the princes in The Temple of Elemental Evil), and the Fiend Folio, engaging in various board game design. Then there's the period from the mid-2000s, where you've ventured into gaming education for video and tabletop games. What happened during the big gap?
In the early 80s I had several boardgames published. But in 1984
or thereabouts it appeared to me that RPGs on the one hand and computers on the
other hand would crush boardgames - they have crushed board wargames - and at
about this time TSR decided that they had to buy all rights to Dragon articles
(before they bought first world serial rights) and White Dwarf/Games Workshop
veered away from D&D because they lost the license to represent TSR in the
UK. Also, I had to make a living. So I
left the hobby and seriously taught myself computers, and in various ways
computers are how I made my living until I retired.
What did I do during the hiatus? I played and reffed AD&D 1e,
and played video games. I devised lots of additional rules and adventures, and
those additional rules will probably be published in a couple of PDF books I’m
working on that will include reprints of virtually all the articles I wrote in
the late 70s and early 80s.
Britannia was first published in the UK in 1986. When I received a
copy of the game I looked in the box, said “that’s nice”, and closed it up
without reading the rules. I must have set some kind of record because I never
saw anyone play a published version of Britannia until 2004 at PrezCon, 18
years after it was published. (And what did I say? “No way!” Because I saw the
Jutes hanging out in the sea a couple centuries after they had disappeared.
This was not possible in the game I designed but it was possible in the game Gibsons
published owing to misunderstanding, so I fixed it in the FFG version.)
Then in about 2003 I was teaching computer networking in college
and I had the choice of writing textbooks about computer networking or designing
games. I discovered that Avalon Hill had disappeared in 1997, but I also
discovered a Yahoo group of people who were still playing the game by email
(“Eurobrit”). And I realized that probably the most effective thing I had done
in my life to make people’s lives a little happier was design Britannia. So I
decided to go back into designing games.
End of Part 1
2 comments:
If I may, I'd like to encourage you to look into Ingram Spark when you publish those previously printed articles and rules. The POD provider that Lulu and Drive Thru RPG uses is Lightning Source. Lightning Source is owned by Ingram. If you go with Ingram Spark the distribution opportunities are broader and they have other electronic formats that I feel are superior to PDF. It allows libraries and independent book stores to buy your books via Ingram distribution. It also automatically creates an Amazon listing.
We must always have the necessary equipment and supplies to recreate a historical battle. There are various methods to make swords and shields out of various materials. This project can be an excellent fun activity for both kids and adults. Let’s get started. Do it yourself (DIY) is a technique of building, modifying, and repairing various items by yourself. This method works even without the help of experts.
According to academic research, individuals are known to make and transform raw materials into creations that they can reproduce using the natural environment.
There are various motivations that can trigger a DIY behavior, such as lack of product availability, desire for customization, and community seeking.
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