Originally Posted by
chirine ba kal
Oh, gods. We really liked EPT, but Phil got it into his head that he really needed to have a 'more realistic' and 'more detailed' set of RPG rules. he started an RPG called "Skein of Destiny", which had all of the information and game mechanics that later became the three volumes of S&G all in one book; he'd tell you all about chlen beasts, for example, then he'd give all the rules needed by players to deal with them, and then he'd give all the rules that the GM needed to run them in an adventure. He got up to 450+ pages of manuscript, and then realized that the thing was, for all intents and purposes, unplayable by anyone - back then, all he had was a typewriter, and so doing an index was going to be just as big a task as doing the game. So, he abandoned it (I got the manuscript out of the trash) and he redid the information and game rules as the three volumes of S&G. It comes to over 950+ pages of material; the combat and sorcery summaries, which are very playable games in and of themselves, are something like twenty and thirty pages long respectively.
Yes, he designed the whole thing by himself, which led to Dave Arneson telling him, quote, "Phil, you can't design rules in a vacuum." Phil simply dropped the manuscript on the table one night, as was his usual habit, and we used it to roll up PCs - and then never really used it again, as the number-crunching was simply too much, even for Phil. The Sourcebook is wonderful, but the RPG is a pain to use - even for me, and even after all these years.
I don't know why he did the thing. I suspect it was in reaction to Gary's various writingd in various places, and Dave's "Adventures in Fantasy"; and it may have had something to do with AD&D. Phil was always a very solitary writer, and we'd first see a book when he'd wave the manuscript around and he'd sent a copy off to a publisher. S&G was, to the best of my knowledge, never really play-tested, and not really used by Phil in his own campaign. However, the game is a monument to Phil's view of how he thought his world worked, and how it could work in the context of an RPG. There was a lot of our input into the world itself, but very rarely into any rules that he wrote.
He played a very simple game - 'you roll, I roll' - and then he'd just get on with the adventure. He would tell the tale, and run the adventure, and not look at the tables and such; he'd just do it.
Does this help, at all?
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