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| You may remember 1987 from such films as ... |
It was a big year for this hobby of ours but I'm going to focus in on 3 things. To set the scene properly remember a few things true about the time ...
- No internet. We got our niche news via magazines mainly, which of course were delivered on horseback, via steam locomotive, and by hot-air balloons. We also found out about new stuff quite often by walking into the local game store.
- Technology was just far less of a player when it came to this stuff. Sure, we all wrote a D&D character roller in BASIC programing class or something and we were playing computer RPGs but the most advanced thing for actual play was probably one of those electronic dice rollers with the LEDs. The biggest communication innovation at the time was probably still cordless phones. Character and campaign information was stored on paper.
The "Dragonbone" - The dominant RPG at the time was AD&D - no bloody 2E, 3E, 3.5, 4, Next ... Much like today there were a ton of other games but there was no real competition for top dog.
- The other big fantasy RPGs were Runequest, Chivalry and Sorcery, Tunnels & Trolls, Warhammer FRP, Pendragon, Maybe even Fantasy Hero at this point.
- Sci-Fi wise it was Traveller with maybe a little Space Opera. FASA's Star Trek was still rolling along although it was about to come to an abrupt end. Star Frontiers was fading but still around as well. Heck Mechwarrior might have been up there too.
- Post-Apocalyptic was still a real genre at this time with Gamma World, Twilight 2000, and The Morrow Project all active.
- Horror was mainly Call of Cthulu with a helping of Chill and possibly a little Ghostbusters and Paranoia depending on how far you want to stretch the definition.
- Superheroes were strong with Champions, Marvel Super Heroes, DC Heroes, Villains & Vigilantes all on shelves.
- Westerns were ... not really a player. If you wanted to go Cowboy you were probably playing Boot Hill or homebrewing something.
RPGs were flourishing and it was easily a "golden age" if you want to use that term. So what was new for 1987?
| It was a good boxed set |
First, this year saw the release of MegaTraveller. Now Traveller is not the force today that it was in the 80's but it was more dominant back then than any one SF RPG is right now. That's not to say everyone loved it, but if you wanted to play with spaceships, robots, and lasers, you were probably playing Traveller. It was the D&D of space games. After ten years and various printings and versions and presentations and a ton of expansions we got MegaTraveller - effectively a second edition of the game. It revised both the mechanics and the setting.
Mechanics-wise MT unified and organized the whole task resolution system with a more formal approach to how it worked and to how things were presented in rulebooks and adventures. Skills were more tightly defined. Vehicle and ship construction was way more defined. A rough analogy might be original Traveller had a more loose approach to things, figuring out things as they published more like Original D&D did. MegaTraveller was the big new revised version like AD&D. At the time I thought the skill system was genius and the level of detail in the construction system lit my rivet-counting gearhead heart on fire. Other people though thought the whole thing was over-codified when it came to the rules and the approach in general. It didn't help that it turned out to have a massive amount of mistakes, typos, and errata but we didn't know that right away.
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| This is not even from MT - this is from original set Book 2 I think. Traveller was always kinda like this. |
Setting-wise MT made a lot of bold choices and many people hated them. The largely static Imperium in the background, existing mainly to justify common language, standardization, and interstellar trade - and as the hammer lurking in the background if your players got too stupid - suddenly had a rebellion and split into regional factions and had active war zones and such. Now I didn't hate the idea at the time but it took the setting from being a somewhat generic background where it was easy to focus on your players and tweak whatever you wanted to having an early metaplot situation with a moving timeline where other stuff is changing the map. I think it some ways trying to get by in the middle of an active civil war is a more interesting setting but it is also far more specific than it had been and people really did not like that. I also thought it was easy enough to ignore but when they keep mentioning it in the published products it's hard to forget.
Looking back I would say MT was the beginning of the end of Traveller's big run. It had a lot of great support from GDW and from another group, DGP, and they would be publishing stuff for it for another 5-6 years but it fractured the community in a big way. Presumably that led to a faster wind-down than Classic Traveller and got us to The New Era and the collapse of both the Imperium in the game and GDW in reality.
I know it's not as big a player as it was - I'd say Traveller today is "a" sci-fi game, not "the" sci-fi game but this was a pretty big thing at the time if you were active in RPGs.
Second, 1987 saw the release of the first Star Wars RPG. yes, the West End Games d6 system version we all know and love and revere today. We got the Rulebook, the Sourcebook, and a bunch of adventures and some supporting boardgames and it was glorious. Besides the obvious - it's Star Wars! - the tone on this game was the complete opposite of Traveller and most of the SF RPGs at the time who tended to aim at realistic physics-based assumptions and this game did not care about that at all - at least not any more than the movies did. Instead of a detailed breakdown of modifiers and parameters for each task including how long it would take and how hard was it to try again if you failed Star Wars gave you a fistful of d6's - roll 'em and get a total! Detailed charts for determining planetary characteristics? Tatooine! Hoth! Dagobah! The game was a revelation and a juggernaut both for what it actually was and for the possibilities it revealed. The system was easy to grasp and teach, and a blast to play. We all knew the setting and it was also great and focused on the Rebellion era and with no prequel or sequel trilogies at the time no one was ruining the thing by trying to be full-on Jedi - just some dabblers and wanna-be's here and there.
The production values were another standout. Those first two books were not full color but they were two- color - lots of blue accents. They also had some full-color inserts which we really didn't see at the time and it helped that they were funny. They were also hardback books which outside of D&D was not really a thing yet either. The adventures had extra cardboard inserts, paper sections intended to be cut out, and started with a script your players could read out loud to set the tone of the typical "en media res" style they used.
| Lots of cool stuff in those old folders. Not quite the same in PDF. |
In the end it was fun and popular and well-done and probably put the final nail in the coffin for Star Frontiers (last supplement published 1985), greatly damaged MegaTravller (Why play in that rebellion when you could play in the real Rebellion?), and may have helped finish off FASA Star Trek as well (license ended in 1989 as they tried to move into that new "Next Generation" thing). I know the FFG/Edge game line has gotten pretty quiet and Star Wars now is not Star Wars then but that D&D announcement got a lot of attention so I'd say it's still a factor even 40 years later.
| To me this is still the defining image of 40K |
Finally, going in the complete opposite direction of the Star Wars universe, 1987 also gave us the darkest, grimmest future setting of all with the release of Warhammer 40,000 - Rogue Trader. Not strictly an RPG but definitely aimed at campaign play where you accumulated stuff and troops and improved stats over time like the older wargames that inspired D&D. It was simply amazing, utterly unlike anything else we had back then. It out-post-apoc'd the post-apoc games because the apocalypse had happened long ago and never stopped - it just kept getting worse.
System-wise it was an adaption of Warhammer (fantasy) 3rd edition's rules which were widely played at the time and had quickly become the most popular set of fantasy rules. I know I was seeing it played at conventions around DFW almost as much as Battletech by 1986 and that's saying something. It was easy to understand, detailed enough to make difference between units feel meaningful, and included characters in the same way most fantasy games did which is a big part of the appeal. It wasn't just a space marine army it was -your- space marine force with gear you had picked up, wounds and weirdness you had taken, and you had probably named your characters after a few fights.
The art was also a huge factor here. Games Workshop had been tapping into a lot of wild and awesome fantasy art for years with Warhammer fantasy and this game gave them the chance to push out in all kinds of new directions. It's hard to emphasize to people who weren't there how NOTHING LOOKED LIKE THIS when it was released. They did a big multi-page ad in Dragon that put me over the top as far as committing to it and, well, it's been a few years and I still remember that ad and I'm still going at it.
The concept also was so genius that you have to ask why no one else had tried it before. Someone had to be the first one to make it work, right? They just took all of your standard fantasy races and put them in a a sci-fi setting with guns and spaceships and a strong dislike of each other, with magic rebranded as "psychic" to keep wizards and weirdness in the game. GDW's Striker rules - Traveller miniature combat rules- might have been the most popular single set of SF rules out there prior to this, depending on how you count Battletech and it's hexgrid map-based play. I'm guessing within a year or two that was no longer the case as 40K quickly surpassed other SF miniature games and within an edition or two even surpassed it's older sibling Warhammer Fantasy as far as sales and popularity.
It became apparent quickly that while Warhammer had been popular before this was a whole new animal. I don't know that we quite realized the revolution it would be but we knew it was new and cool. It's far less new now but it still has some level of cool as they keep coming up with new interpretations of it with videogames, animations, and now maybe a live action show. There are even multiple RPGs for it in print right now! Clearly it strikes a chord with a lot of people.
That's enough for now for 1987. This idea just hit me one day and spurred this post. I can think of other years that had some pretty big releases so I might go back and pick out a few of those for a similar write-up. Until next time ...




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