Originally Posted by
chirine ba kal
Well! Let's kick open this can of worms, shall we?
Oddly enough, I was just talking to Neal Cauley about this yesterday; I was visiting Phoenix games, and Neal happened to be in. (He's sold the shop to some friends and retired.)
They say that imitation is the sincerest form of flattery. Gaming here in the Twin Cities, back before the Internet, used to lag about a decade behind the rest of the game industry. Very few local gamers would travel to game conventions like Gen Con or Origins, so gamers would be exposed to new ideas only through the various local retail outlets - bookstores, mostly. On top of this, Phil's game group of the time was even more isolated, with very few of the players being connected to the local game scene or the hobby in general. (Keep in mind that they viewed themselves as a social and gaming elite, and experts in everything.) Dave Arneson once told Phil that this was not a good thing: "Phil, you can't design games in a vacuum." Also about his time, Dave had left Different Worlds, and Phil had severed his connection with them as well, both because Dave wasn't out on the West Coast and because Tadashi-san had learned (the hard way) that Phil's back list of old publications simply didn't sell without a very strong and active marketing effort or active fan base. Sitting in Phil's basement and complaining didn't move the merchandise.
So, one of the courtiers showed Phil some of the Steve Jackson books, and Phil's eyes lit up with dollar signs - if that jerk in Texas could make loads and loads of money with this kind of crap, then so could he. What we had all been asking him for was very different; 'Adventures on Tekumel' as just that; introductory adventures that could be picked up by anybody and played as a way to get players and GMs interested in the world-setting. Instead, the books' format was copied and in Phil's idea of what the game hobby should be like. By this time, Dave Arneson had gotten connected with the parent company of what would become TOME, who then became the publisher. TOME had no experience whatsoever in the RPG hobby and industry, and relied entirely on Dave's advice and Phil's reputation with EPT.
It wasn't a happy thing. Phil, as usual, didn't have any editing or playtesting done by 'outsiders'; it was all done internally, by the people who had a vested interest in the thing getting published, and the series also fell afoul of the 'politics around the Petal Throne' as to who Phil's 'favorite of the month' was gong to be. The books duly came out, with nice production values and decently-sized print runs, and didn't sell at all well; The lack of editing had produced a set of books that had rules that didn't mesh very well with each other, and Neal was called in to write something that would tie the books together and produce a viable RPG for Tekumel. The result was "Gardasiyal", which TOME thought was a complete in the box RPG - which it wasn't; one had to find and buy all of the other books in order to actually play the game. No amount of good production values will paper over a badly thought-out specification; the 'installed base' of the Adventures books mitigated against what should have been done, scrap the books and reuse the material in a decently edited set of RPG rules. And, of course, by this time TOME was running out of money for Tekumel stuff, so the actual product quality - which would have looked good in 1980 - was not up to the standards of the middle 1990s.
In a nutshell; the Adventures books and their follow on boxed set was the last gasp of the 'internal production system' out at Phil's, often referred to by the technical term 'Anything you can do, we can do better!'
The reviews were not kind.
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