I was searching through the family bookcase looking for something interesting to blog about when I happened across a few RPG rulebooks/guidebooks. Now I am one of a good chunk of the population who are quite familiar with RPGs, but I never had the itch to play one. I prefer to use my imagination and writing skills for the general fiction world of the novella & novel, but I have mad respect for those who enjoy RPGs and the worlds they can create.
Anyways, I performed a bit of research on the three books that we possess, as well as a brief skim through, and I have to say that I am seriously impressed with the amount of effort from a collective to create these three books. Two of the three books are sadly out of print, as they were created by a close family member who no longer maintains that level of participation in the RPG community, although they have branched out in other ways {click here to see}.
The other role/guidebook was created by a company called West End Games, which surprisingly enough, is still in business under a different corporate umbrella. I won't bore you with the convoluted details, but please click on the link if your curiosity is piqued.
In general, I am astonished with the amount of work that went into creating these worlds (and their background, although it seems that the ones created and published by my close family member are heads above the corporate one), and so I will be explaining what each one is to the best of my ability.
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The first of the two books created by my cousin is called Twin Crowns and Other Lands.
Considering I'm a serious neophyte when it comes to RPGs, what impressed me the most while I was thumbing through the book, was the incredible amount of detail and back story that were created for this particular RPG. I always knew that worlds were created for fantasy novels/series, but I always assumed that they would be limited to what would be actually needed for the story (like mine is), but I guess with RPGs, it skips to a whole new level of thoroughness.
The second book that my cousin had created was a role-play for the Twin Crown world that was based on Live Action Role-playing, which was something that I had never heard of before. Think of it as dressing for a Ren fair and then playing a D & D adventure, or one of those dinner theater mysteries.* And yes, my cousin and her gaming friends are featured on this cover.
*okay that last one is pulled directly out of the definition from Google of Live Action Role Playing.
Again, just like the first, it's extremely dense-not so much concentrated on the extensive background dump, but more concentrated on the characters and their respective KSAs, as well as the assorted ephemera that makes a fantasy world function.
The third book seems to be the only part of an entire box that was left behind somewhere. Not knowing much about RPGs, I'm gathering there's other components that are needed in order to successfully play this particular adventure called Torg: The Possibility Wars.
If you check out the link for West End Games, it goes into greater detail about the origins of this game, and the company, which was found in the late 70's, and created a lot of well known RPGs for some very popular IPs such as Star Wars.
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My views on all three games are decidedly mixed. On one hand, they have really opened my eyes to the amount of worlds building that is required to have a successful RPG (or fantasy series, both written and celluloid), so having top notch writing skills is a major plus, with a solid imagination a good second (especially if you're creating your world from scratch and not using an established IP.
On the other hand, the amount of world building, along with the extensive KSAs involved with that particular world, is incredibly daunting and challenging to a neophyte such as myself, who has a very hard time putting that much effort to playing an RPG to begin with (which is why I never migrated beyond sports when it came to video games in my young adult years).
In spite of this kind of game not being my cup of tea by any stretch of the imagination, I do like learning about a facet of life that a lot of people enjoy participating in because it works both as a stress reducer and a way to build a skill set that you can successfully apply to the real world.
Gaming is a great way to improve your critical thinking and problem solving skills, no matter what type of game you enjoy playing. Try one today. Or as my cousin used to say on her podcast, "happy gaming everybody."





