Category: role-playing (Page 6 of 6)

The Golden Age of Geekdom

thI decided to set my series, Merlin’s Last Magic, in the 1980s because, for me, the 1980s were the “golden age” of fantasy-related stuff: Conan. Red Sonja. Labyrinth. The Dark Crystal. The Last Unicorn. The Neverending Story. Ladyhawke. Dragonslayer. Legend. The Dragonlance Chronicles. HeroQuest.

I grew up in the 80s, and because fantasy seemed to be everywhere during that decade, my imagination was fertilized by all of these movies, books, and board games. In writing Merlin’s Last Magic, I wanted to give a little nod to the decade that nurtured me.

But as I was preparing to write this post, I realized that perhaps the 1980s weren’t really the golden age. Or, if they were the golden age, then perhaps they’ve given birth to an even more exciting and fertile age for fantasy genre stuff: Right now.

I contend that perhaps it wasn’t the 80s at all that were THE decade for fantasy lovers; perhaps that time is now. Perhaps we are living in the true golden age at this very moment (the Platinum Age, perhaps). Just look around: fantasy and science fiction have never been more mainstream or popular, from HBO’s Game of Thrones to the Marvel movies to fantastic writers like Patrick Rothfuss, Brandon Sanderson, and Neil Gaiman (all of whom are being courted by Hollywood for big-budget adaptations of their work).

Being “Geek” is cool. Nerds no longer hide their obsessions but display them proudly. San Diego Comic-Con (not to mention the dozens of other conventions that have gained prominence in the last decade) has become Mecca not just for comics nerds and sci-fi geeks but for big-name celebrities and the mass media at large. When I was twelve, I tried to hide my love for J.R.R. Tolkien and Middle-Earth; when I turned twenty, Peter Jackson’s The Fellowship of the Ring was debuting in theaters, and suddenly, I didn’t have to hide anymore.

I think this new geek renaissance can be credited to both Jackson’s films and the Harry Potter phenomenon. Without either of these two creations, my fellows geeks and I would most likely still be part of a niche genre, something that the “wider world” looks down on with slight disdain. But because Jackson’s movies were incredible international hits, and because Harry Potter continues to be a straight-up juggernaut in the film and literature worlds, suddenly being “geeky” was cool. The media at large (and the people who consume it) are always gravitating towards what makes money, what sells. And starting with Harry Potter and the Lord of the Rings movies, fantasy started to sell, and sell hard.

The success of the Game of Thrones TV show has cemented fantasy as a genre that adults can and should enjoy. Now we have TV shows like The Magicians, Vikings, and American Gods, (not to mention the Marvel and DC superhero shows), and no one is hiding their fandom for these SFF stories anymore. We are allowed to like (and even love) fantasy and science fiction in a way that was just not possible in the 1980s.

But we can’t dismiss the decade of my childhood. The golden age of geekdom that we are experiencing now is a direct result of the fantasy and sci-fi of the Reagan Decade. What do so many of today’s popular novelists, showrunners, and screenwriters have in common? We came of age in the 1980s (or at least, many of us did). We grew up soaking in the realms of Krynn and Fantasia and Thra. Our heroes were Conan and Molly Grue. We played endless hours of D&D and HeroQuest and Warhammer and turned all of those adventures into our first, fumbling stories and novels. Without the incubation of the 1980s, the golden age of today wouldn’t have happened.

For my own part, The Thirteen Treasures of Britain and the Merlin’s Last Magic series wouldn’t exist without the countless hours I spent reading Rosemary Suttcliffe’s Arthurian books, watching Excalibur when I was probably too young to be watching it, and playing Pendragon role-playing game (which, technically, I first discovered in 1990, but who’s counting). I learned to tell stories — and I learned to love telling stories — from reading MERP and RuneQuest and other fantasy RPGs, and then creating my own fantasy worlds in which to role-play. I fell in love with the realms of heroes by devouring books by Raymond E. Feist and Tracy Hickman & Margaret Weis. I became lost in the kingdoms of Faerie by watching Labyrinth, The Neverending Story, and  Willow like they were on an unending loop.

The stories I write now are the children of the stories I wandered in during my childhood. We are in an incredibly fertile age for fantasy and science fiction. But we cannot discount the debt we owe to the 80s. The cheesy special effects, the cliche story lines, the underground and misfit-like nature of these movies and books are there for us to see, in the hindsight of 30+ years. But these things do not diminish the magic and sway these stories still hold over us. If the future looks bright for SFF, it’s only because our destinies were forged in the fires of the gloriously geeky 80s.

The Things That Shaped Me: Lone Wolf RPG Adventure Books

IMG_20160418_171337_829I’m an incredibly nostalgic person.

It also seems I’m not alone, judging by the popularity of stuff like Stranger Things and Ready Player One.

In order to feed my ever-ravenous nostalgia, I’ve spent many an afternoon on eBay tracking down copies of the old tabletop role-playing games I used to own as a kid: MERP, the TMNT role-playing game, Pendragon.

I loved RPGs as a kid. Every time I went to Waldenbooks, I seemed to leave with another game tucked under my arm. But buying and reading a role-playing game is very different from actually playing one. I learned early on that RPGs only work when there are other people interested in playing them with you.

This became a problem for me. Occasionally, I could rope my brother or some of my cousins into a game. Other times, my brother and his friends down the street would play Battletech and I’d try to shoehorn my way in (unsuccessfully). Most of the time though, I just sat in my bedroom and re-read the rule books. I made up various adventures, characters, and campaigns that I never got to play.

Then, on a day I cannot remember with any clarity, I stumbled upon the Lone Wolf Adventure books. It must’ve been in a Waldenbooks, but honestly, I can’t remember.

IMG_20160418_171607_374The Lone Wolf books were perfect: Choose Your Own Adventure meets solo-RPGing.

Unlike a typical Choose Your Own Adventure, I got to make choices even before the page-flipping began. I could “create” my character: choose his skills, his items, his weapons.

Perhaps best of all, there was a method for combat. The Random Number table served the same function as the twenty-and-twelve-and-ten-sided dice of normal tabletop role-playing. It was far more interactive than a typical CYOA, and it was high fantasy with a dark, D&D-kinda feel. I felt very grown-up playing the Lone Wolf books; almost like I was a teenager. They helped satisfy my desire to play a “real” role-playing game. I still longed to find someone willing to play RuneQuest with me, but Lone Wolf was enough to keep me happy.

IMG_20160418_172037_031Unfortunately, in the pre-Internet age, it was hard to find many Lone Wolf books. I’m not sure I ever found more than two. Just as quickly as I had found them and loved them, I had met a dead-end.

Flash-forward to today: I had completely forgotten about the Lone Wolf books.

Then my husband came home from work carrying three rough-edged mass market paperbacks on top of his stack of paperwork. (Important note: my husband works for a charity that runs a bunch of resale stores.)

“Found these in one of the thrift stores today,” he said. “Thought you’d like them.”

I looked at the books. The dawning realization that I’d seen them before — somewhere in the distant reaches of my childhood — overwhelmed me.

“I know those books,” I said, awed.

They were the Lone Wolf Adventure books.

IMG_20160418_171112_623Then I laughed almost hysterically. It was like seeing a long-lost best friend while standing in line at the DMV.

Books 3, 14, and 17.

IMG_20160418_171826_890I started with Book 3. Every page was dripping with nostalgic memories: the map at the front, the “Action Chart,” the “Combat Results Table.” I resisted the urge to look up anything on the Internet about how to “win” the adventure. I wanted my experience to be fresh, untainted.

I started the adventure on a Saturday afternoon, and by Saturday evening I had fought with ice barbarians, survived the attack of a crystal frostwyrm, made my way through the underground depths of Kalte, and defeated the evil wizard Vonotar without once having to start over. I was stoked. I immediately went to Amazon.com and ordered Books 4 & 5.

Even though I had scoured the interwebs to find copies of the old RPGs I used to own, I still hadn’t been able to find anyone else to play them with me (the story of my life, alas). That’s the trouble with tabletop RPGs: they aren’t made for solos. But the Lone Wolf Adventure books are the antidote for the lonely RPG-enthusiast. They fed my need for role-playing as a kid, and now as an adult, they’ve nourished my ever-hungry nostalgia.

I’ve got Book 4, The Chasm of Doom all queued up, and frankly, I can’t wait.

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