Professional Documents
Culture Documents
In a year of
outstanding anniversaries,
ours was the one I was
most grateful to celebrate.
Here’s to the next
twenty years!
TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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Chapter One:
MAY 25, 1977
A Long Time Ago, In a Summer Far, Far Away ….
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And the list of things that made my jaw drop goes on, and on,
and on—just like Darth Vader’s star destroyer at the beginning of
the movie!
To say that the original Star Wars film left an impression on
me would downplay the revelations racing through my mind.
The galaxy glimpsed in that movie had a lived-in feel unlike any
science fiction movie or tv show I had ever seen. It hinted at a
depth and history that made my imagination run wild. What were
the Clone Wars? How did Darth Vader hunt down and destroy
the Jedi? What was the Force and what else could you do with
it? What was this Old Republic that the Empire replaced? How
did Han Solo and Chewbacca get mixed up with someone or
something called Jabba the Hutt? Forget that, how did Han wind
up in the company of the big, hairy Wookiee in the first place?
All these questions and more bounced around in my head as the
movie started to play for a second time. This was before ushers
cleared auditoriums after each showing, when they didn’t care if
you spent the day in the air-conditioned darkness and repeatedly
watched whatever film they were showing. When the credits
rolled after that second viewing, we just had to stay and watch
it again. We watched the film three times in a row on opening
day, filling our bellies with soda, popcorn, hot dogs, and a warm
feeling about the Force.
As we finally got ready to leave the theater, our bodies literally
buzzing with excitement and caffeine, we noticed that the
auditorium was a lot more crowded after the third showing than
it was when we first got there. Instead of the handful of people
who joined us for the first showing (which was usual for weekday
matinees at the time), now the theater was filled to capacity. When
we stepped back out into the light of day, there was a line outside
the theater—a line that grew longer as the summer stretched on.
I saw the movie thirty-eight times throughout the summer and
fall of 1977. Sometimes it was with my usual gang of gaming
friends, but whenever possible I went with someone who hadn’t
seen it yet, like my mother or sister, my uncle, or a friend from
school. I wanted to see their reactions. I wanted to experience the
freshness and excitement of their first time because I thought it was
important that everybody see this movie. It was a game changer.
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For me, the summer of 1977 revolved around Star Wars, comic
books (Marvel Comics, for the most part), reading The Sword
of Shannara, discovering the novels of Stephen King (Salem’s
Lot and The Shining were the first two I devoured, and they
remain among my favorites), and playing endless sessions of the
Dungeons & Dragons roleplaying game (or D&D, for short). I
didn’t know it at the time, but that was the summer when I began
training for my professional life in earnest, even if I was still two
years away from attending college and figuring out what I actually
wanted to do with my life. The Force moves in mysterious ways.
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Chapter Two:
THE STAR WARS
PHENOMENON
Episode IV? What now?
S tar Wars changed the movies. It changed the way movies were
made from that point forward, and it changed the way they
were licensed and marketed. More than that, George Lucas’s film
made movies a destination event again. The lines never seemed to
waver that first summer, and Star Wars remained in theaters into the
fall and winter, sticking around for 44 weeks, which allowed me
to attend thirty-eight separate viewings during its initial theatrical
run. But it wasn’t just taking over the movie houses. Magazine
stories and newspaper articles tried to describe and analyze what
was behind the growing phenomenon. Time and Newsweek, among
others, featured Star Wars characters on their covers, which was
unheard of at the time. Suddenly a space fantasy movie was big
news, and everyone wanted to get a piece of the action.
Then there were the toys. Since no one expected Star Wars
to come out of the gate like it did, no one was prepared to take
advantage of the unprecedented response to the film or the high
demand for related products of all types. Kenner picked up the
toy license after Mego (the premier action figure producer of
the time) turned it down. Unable to meet the demand in time for
the holiday toy-buying season, Kenner offered an “Early Bird
Certificate Package.” And yes, I bought one. It consisted of a
cardboard sleeve that contained a certificate that could be mailed
in and redeemed for the first four Star Wars action figures (Luke
Skywalker with a lightsaber that slid out of his arm, R2-D2,
Princess Leia, and Chewbacca). It also featured a plastic stand
to display the soon-to-be-released action figures, stickers, and
a membership card for the Star Wars Fan Club. It was kind of
cheesy, but also kind of brilliant. I know I couldn’t wait to collect
all the figures and display them on the plastic diorama stand.
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in 1979, we finally got a trailer for the next film in the series,
The Empire Strikes Back. It showed fast clips of all the main
characters, including new additions such as Lando Calrissian and
Boba Fett. It showed action scenes, quick peeks at the Battle of
Hoth, the Millennium Falcon’s race through the asteroid field, and
Han Solo drawing his blaster against Darth Vader. For me, at least,
the trailer did its job. I couldn’t wait for the new movie to debut!
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cards you could clip a business card to or write on, allowing you
to keep track of valuable contact information. Unless you lost
the entire Rolodex, which happened more often than you might
think.) I wrote for Marvel Age for a few years (from 1984 to 1987),
eventually becoming “The Mutant Reporter” and churning out a
monthly column that covered all the X-Men titles in publication
at the time.
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good as the original film and may have even managed to surpass it
(I certainly think so). Action figures and accessories, more comic
books, a trilogy of novels featuring Lando Calrissian, bedsheets,
t-shirts, drinking glasses, and more filled the aisles at stores and
fast-food franchises from New York to California as Star Wars
became even more popular than it had been three years earlier.
They even re-released the original film the following year, adding
Episode IV: A New Hope to the opening crawl so that it matched
Empire’s opening.
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Chapter Three:
A DARK TIME FOR
THE FRANCHISE
Between Trilogy and Hobby Game, Oblivion
B y the end of 1983, the Star Wars trilogy was complete. From
the looks of things, Han and Leia were going to live happily
ever after, Luke was going to restore the Jedi Order, and the Rebel
Alliance was well on its way to defeating the Empire and forming
a New Republic. All was well in that galaxy far, far away.
But here in the real world, the arrival of the mid 1980s saw a decline
in all things Star Wars. Even though the films were now labeled as
Episodes IV, V, and VI, George Lucas let the world know that Episodes
I, II, and III were a long way off, and the once-discussed Episodes
VII, VIII, and IX might never happen. Fans were devastated. Well,
at least I was devastated. I had imagined how those potential films
might play out, and I wanted to see them on the big screen. I wanted
to discover which of my guesses would turn out to be correct, which
hunches would pay off when the next movie lit up the silver screen.
Unfortunately, more Star Wars films didn’t seem to be on the horizon.
I think Berkeley Breathed summed it up best in his Bloom
County comic strip in 1983. Binkley chops off George Lucas’s
head with a lightsaber as he proclaims, “Jedi Knights don’t wait
15 years for a sequel.” It turned out to be more like sixteen years,
and we got a prequel instead of a sequel. But that was later. Let’s
talk about the Dark Times.
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For me, that meant finding a real job. After college, I spent
a little over a year working as a reporter and editor for the
Queens Chronicle, a weekly tabloid that served the borough of
Queens with local news and provided coupons and ads for local
businesses. It was a great learning experience, but after that first
year the news cycle began to repeat itself and I started to get bored.
I needed a new challenge. I began scouring the want ads, looking
for something that would make use of the Communications (with
a concentration on Journalism and Print Media) degree I earned at
St. John’s University and would hopefully advance my eventual
goal of becoming a Writer (whatever that meant).
I sent my resume to a lot of places that fall and winter, and
I went on a lot of interviews. I was far along in the process of
becoming an editor for the Vending Machine Times when a blind
ad that I responded to finally paid off. The ad had been placed
in the New York Times and gave no indication what company it
pertained to or what I would actually do for them if they hired me,
but it intrigued me nevertheless. I don’t recall the exact wording,
but it went something like this: “WANTED: GAME EDITOR.”
There was a short paragraph that followed, but it didn’t reveal
very much. It just asked for a resume and provided a Post Office
box address to send it to.
I don’t remember if I got a letter or received a phone call
(this was before cell phones, but we did have one of those fancy
answering machines at my house, so I probably got a recorded
message after the beep). The blind ad was placed by a company
called West End Games and they wanted to interview me. They
asked that I bring along a writing sample, something very specific.
They asked me to write a review of a hobby game, describing what
I liked or didn’t like about it and why. In hindsight, I suppose they
wanted to see how I thought about games as a way to determine if
I had the skills to become a game developer as well as an editor.
Game development as a distinct step in the game design process
was a hallmark of the West End Games method of game design,
and they liked their creative staff to be able to switch roles as the
project or schedule demanded.
I dressed in my best (and only) interview suit, braved the cold
December wind, and took the bus to the subway, and then the
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lead editor and my boss Paul Murphy, who had previously worked
at Victory Games, occupied the first desk. The middle desk was
filled by Jeff Briggs who, in addition to being a game editor and
developer, was a music composer and Civil War expert. I got the
last desk, the one next to the small antechamber that housed the
typesetting machine and served as headquarters for the typesetter-
in-residence, Carl Skutsch.
As my first editing assignment, I got to proof the galleys for a new
roleplaying game that was about to go to the printer. Ghostbusters:
A Frightfully Cheerful Roleplaying Game had been designed by the
team responsible for The Call of Cthulhu game (from Chaosium).
While they would end up with cover credit for Ghostbusters, much
of what WEG published was heavily redesigned and developed by
Greg Costikyan and Ken Rolston. (At least, that’s the story I heard
during my first few days at the company.)
Greg Costikyan started out at the legendary board game company,
SPI. He designed Bug-Eyed Monsters (published by WEG in 1983)
and Toon (published by Steve Jackson Games in 1984), before
licensing Paranoia (a game he co-designed) to WEG in 1984,
which eventually led him to take on the role of lead designer at the
company. Greg could be brusque, but he was a brilliant designer
who taught me a lot. It could be daunting to venture into his office,
where he’d carry on a conversation with you while continuing
to type a mile a minute on whatever design he was currently
engaged in. Working with Greg Costikyan and Paul Murphy laid
the foundation for the designer, developer, and editor I would grow
into. Neither Greg nor Paul set out to formally teach me while we
worked together. But listening to their insights during playtests,
taking their feedback when they provided it, and studying the way
each of them approached the tasks at hand showed me how to grow
as a creative game producer. They provided an education and hands
on experience that forged my developer skills, strengthened my
editing skills, and gave me the courage to leap into design work
when the opportunity presented itself.
Ken Rolston started out writing for Chaosium, working on the
Basic Role-Playing, Stormbringer, and Superworld RPG lines. He
joined the WEG staff in the early 1980s, first lending his unique
and humorous style to the first edition of Paranoia and then to
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accomplish with its more limited resources. For the cost of the
license, the licensee gets to produce products within its defined
category, and use the trademarks, copyrighted material, logos, and
art associated with the property to the exclusion of other parties.
In theory, a good license has a much broader appeal and greater
user recognition than anything a small company could create on
its own. It isn’t impossible to produce a hit product line with a
brand-new creation, but a license—especially of a major media
property—is often a safer bet.
When all was said and done, Ghostbusters propelled WEG from
a board game company that dabbled in RPGs to a roleplaying
game company that dabbled in board games. It provided a new
style and approach to product design that would develop more
fully with the launch of Paranoia 2nd Edition and set the stage for
the next big thing—The Star War Roleplaying Game.
BOARD GAMES
In 1986, though, West End Games was still a contender in the board
game arena. I cut my developmental and design teeth, as it were,
on a few board games during my inaugural year at the company.
The first product I got to edit on my own (not just help one of the
other editors by proofing galleys) was a solitaire board game called
RAF: August 1940, The Battle of Britain. It was designed by one
of the premier freelance war game designers of the day, John H.
Butterfield. As my first full-on editing task, I played it safe. All the
development work had already happened, so my job was to make
sure that the rulebook was complete, clear, and easy to use during
play. I had to play the game numerous times to accomplish this, and
the design gave me a deep and abiding appreciation for designing
a solitaire game that I would draw upon later in my career, whether
to create a solo adventure for the Alternity RPG or to make sure that
the Castle Ravenloft board game could be played by a single player
as well as with a group.
That year, WEG had a joint publishing arrangement with
Games Workshop, a game company based in Great Britain. This
arrangement included at least two board games that I wound up
working on, Cosmic Encounter and Kings & Things. Under the
agreement, WEG handled the design, development, and editing,
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in the way of the rules. “People need to open the rulebook and
find the rule they’re looking for quickly,” he explained. “They
don’t want to have to figure out what’s flavor and what’s game
mechanics.” And Greg was one hundred percent correct. So I
separated the humorous flavor from the rules, setting the funny
bits in italic type to make it clearly different from the rules
material. That worked much better. Now the rulebook read well
and set the tone for the game, but the rules were clear and easy to
find, making for a winning combination.
Kings & Things won the Origins Award for Best Board Game
in 1986—which marks that as the first product I contributed
substantial work to that went on to win an industry award.
I learned another valuable lesson in that first year at WEG: Not
everything that gets designed and edited winds up being published.
I worked on at least three board games during 1986 and 1987 that
never saw the light of day. They were good games, each in their own
way, but for whatever reason the company decided not to bring them
to market. These were War Starz, Amber, and Extreme Paranoia.
War Starz was another Tom Wham game. Doug Kaufman, who
helped bring Kings & Things to completion, was the in-house
designer/developer on this one, and I was assigned to the project
as his editor. That meant I got to playtest the game over and over,
give my opinions, and help steer the development as the iteration
process continued. This humorous game revolved around aliens
and space battles, where the most-powerful ships in your fleet
were the dreaded War Starz. I remember liking this game a lot,
but we weren’t able to make all the elements click in the same
way they had for K&T. Eventually the project was abandoned and
the rights reverted back to Tom Wham.
Amber, a board game based on The Chronicles of Amber novel
series by the famed science fiction and fantasy author Roger
Zelazny, also never made it out of design. WEG had acquired the
rights to produce games based on the property, and Doug Kaufman
was hard at work putting a game together when I volunteered to
help playtest the work in progress. It was an intriguing game,
all about building pathways through shadow as you tried to take
control of the Courts of Chaos. Unfortunately, the design never
really came together and WEG eventually shuttered the project.
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ROLEPLAYING GAMES
In 1986, when I started at the company, West End Games had two
roleplaying game lines in its catalog: Paranoia and Ghostbusters
(which was published shortly after I joined the company) . The
first edition of Paranoia, released in 1984 and billed as a darkly
humorous RPG with the infamous tag line, “Stay alert, trust no
one, keep your laser handy,” featured a relatively complex rules
set and a dark, dystopian and humorous setting. Ken Rolston
developed and edited the game, then helped churn out adventures
and supplements that helped establish the mix of slapstick, satire,
and backstabbing that become the hallmark of the property.
I proofread the galleys for Acute Paranoia, which was my first
real dive into the setting inhabited by clones, commies, mutants,
and the all-powerful, totally insane Computer. This grab-bag-style
RPG book boasted “New rules to ignore, new secret societies,
bots as player characters, and psychological tests to evaluate
the suitability of your clones.” It also packed a bunch of mini-
adventures into its overloaded pages, including Steve Gilbert’s
stand-out, “Me and My Shadow, Mark IV.”
Next, I edited Ken Rolston’s Orcbusters adventure, which
was a Paranoia-themed send up of the classic D&D dungeon
crawl. When a dimensional rift brings a fantasy world into Alpha
Complex, the Troubleshooters have to investigate DND Sector in
this parody of a typical Dungeons & Dragons adventure.
Finally, I edited Ken Rolston’s HIL Sector Blues campaign
pack, in which I also received my first design credit. I wrote one
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Chapter Four:
THAT’S NO MOON,
THAT’S THE
STAR WARS LICENSE
Wherein the Secret Plans are Revealed
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While all that was going on, I was working on board games and
supplements for the Paranoia and Ghostbusters lines, including a
Ghostbusters adventure that was cancelled before we completed it,
titled “They Saved Queen Victoria’s Brain.” Ken Rolston and Paul
Murphy, in the meantime, were putting the finishing touches on
the second edition of the Paranoia RPG. Revamped to fall in line
with the new WEG style, this would become the ultimate version
of Paranoia, fulfilling the promise of the original by providing
easy-to-use rules that encouraged a fast and entertaining pattern
of play. The game mechanics were simplified considerably from
the first edition and the humorous possibilities of life under the
watch of a paranoid, all-powerful Computer were expanded upon
and emphasized. I lent a modest hand to the project by proofing
the galleys as they flew out of typesetting. Otherwise, I just stood
back and admired the work as it stormed toward publication. A
review in Dragon Magazine called the new edition “slick” and
said that “as a tongue-in-cheek science fiction game, this one is
hard to beat.”
I want to take a moment to better explain the phenomena that
was Paranoia. As I heard the tale, the Paranoia roleplaying
game began life as a straightforward and serious science fiction
game about a dystopian world ruled by an artificial intelligence
as designed by Dan Gelber. That version, however, never got
published. Instead, Gelber teamed up with Greg Costikyan and
Eric Goldberg, and together they designed the first edition of the
game that was published by WEG in, appropriately, 1984. This
version established the basics of the setting. It was an unspecified
date in the future, after a nuclear war or other disaster sealed
off an installation known as Alpha Complex. The underground
vault was protected by a one-time benevolent Computer that
had become paranoid and thus made all of the citizens of Alpha
Complex paranoid, too. They were convinced that the Commies
were on their doorstep, that the Mutants were ready to revolt, and
that the Secret Societies were planning to destroy the Computer
and take over Alpha Complex for themselves.
It was in the adventures and supplements, mostly shepherded to
publication by Ken Rolston, that the humor inherent in the setting
began to blossom. With such classics as The Yellow Clearance
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Black Box Blues, Send in the Clones, Clones in Space, and Acute
Paranoia, the setting and the promise of the game crystallized
into a great platform for short campaigns that served to fill the
space between a gaming group’s regular RPG campaign (usually
some form of D&D back in those days).
When Greg Costikyan, Ken Rolston, and Paul Murphy teamed
up to create the second edition, Greg streamlined the rules and Ken
and Paul cranked up the humor and satire, bringing the ultimate
version of Paranoia to life. Nothing before or since has served
as a better showcase for the world of Alpha Complex and Our
Friend the Computer—to say otherwise is Treason! In addition
to helping proof the core rulebook, I also edited The Compleat
Troubleshooter, a small booklet included in the boxed version of
the release that introduced Mandatory Bonus Duties for the player
characters (called Troubleshooters in the setting).
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John M. Ford and Bill Slavicsek. The inside repeated that credit
under the title and then gave me sole credit as the designer of the
work in the credits box below. I remember that Ford’s original
treatment was much heavier on the aliens and relatively light on
the ghosts. I tried to inject more supernatural elements into the
story, but in retrospect we relied a little too much on aliens for the
first few Ghostbusters adventures and not enough on ghosts and
other things that go bump in the night.
Billed as an “Ethereal Escapade,” the adventure takes
place at the First Annual QUACKS Convention and Ski Party
Weekend, where the Ghostbusters have been invited to speak
on the paranormal.
If I had done the amount of work I did to turn Scared Stiffs into
an adventure later in my career, I would have taken the sole design
credit and given Ford a “based on a story by” credit. But this was
my first time taking the design reins and people above me had a
say in the way the credits would be doled out. I’m just grateful
that they recognized the amount of work I did and were good
enough to allow me a co-credit on the cover. My first!
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The RPG turned out to have more meat on its bones than the
Ghostbusters game that preceded it, which makes sense for a game
that aimed to provide more depth and a full campaign mode—
WEG’s first RPG designed to be played as your primary game and
not just used for one-off sessions. A robust skills system, in-depth
advice for gamemasters, and detailed rules for using the Force were
just some of the topics covered in the rulebook. With all that, it was
still easy to play, easy to gamemaster, and it had a cinematic feel
that meshed perfectly with the universe it was designed to portray.
How can a tabletop roleplaying game feel cinematic? It’s
a matter of having a rules mechanic that’s quick to play and a
narrative approach to the game that allows stories to develop fast
and furiously. Like Ghostbusters before it, just by the nature of
trying to encapsulate the physics of the Star Wars universe into a
set of game mechanics, the Star Wars roleplaying game provided
the framework for creating characters and situations that felt like
they belonged in a Star Wars movie. The hallmarks of a cinematic
RPG include fast play around the table and action that feels like
it sprang from the big screen. In turn, these elements help the
players envision their game as a movie in their minds, providing
plenty of opportunity for the players to contribute to the story
in fun, interesting, and relatively quick ways. The rules need to
assist in this by encouraging players to attempt cinematic actions,
such as leaping across a chasm with a blazing blaster in each
hand. Cinematic games usually provide reasonably tough player
characters, dangerous but not extremely lethal combat, and a tone
that matches the films they propose to emulate. Ghostbusters
accomplished this, and later, so did the Star Wars RPG.
For the board game, we’d select our ships and push counters
around the map and roll dice as we helped fine tune game balance,
play, and the fun factor of ship-to-ship combat. Doug Kaufman
wanted to capture the feel of the starship battles we saw in the
movies. It was a tall order, but I think Star Warriors exceeded
its goals and made for a fun—if slightly more complex—game.
With the components and scenarios provided in the box, players
could re-create their favorite space battles from the Star Wars
movies, including the Millennium Falcon’s escape from Tatooine,
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the Death Star battle over Yavin Four, and the chase through the
asteroid field in The Empire Strikes Back.
I was working on something else at the time, though I can’t for
the life of me remember what it was. Maybe that Ghostbusters
adventure that never quite came to fruition. I was sitting at my
desk, typing away on my computer, when Eric Goldberg walked
up and handed me a piece of paper.
“What’s this?” I asked.
“An ad announcing the Star Wars Roleplaying Game,” Eric
said. “I want to know what you think.”
All these years later, I don’t remember the exact details of the
ad Eric handed to me. Or why he decided to ask my opinion in the
first place. I do remember that my initial reaction was that the ad
read more like it belonged to the Star Trek franchise than to Star
Wars. (WEG also held the license for Star Trek board games at
the time. We weren’t producing anything new, but Star Trek: The
Adventure Game was still available for sale through our catalog.)
I love Star Trek: The Original Series, and Captain Kirk remains
one of my all-time favorite heroes. But Star Trek is more cerebral
and deliberate in its storytelling (new movies and later television
series aside), whereas Star Wars is all about opening the throttle
full blast and navigating the asteroid field at top speed while the
pilot yells, “Never tell me the odds!” That’s the feeling I expected
to get from the ad. It wasn’t there.
“There’s no whoosh,” I told him, “no wahoo in this text. It
doesn’t feel like Star Wars to me.”
Eric thanked me and wandered off. I went back to work and
forgot all about it. An hour or so later, Greg Costikyan stormed
into the editorial pit, walked up to my desk, and threw a sheet of
paper down in front of me. Then he turned and left without saying
a word. (Greg could be intense back when I worked with him.)
I glanced at the paper before giving it a thorough read. It was
a new version of the ad, this time written to take advantage of
the space-opera excitement inherent in the Star Wars franchise. I
thought it captured the tone of Star Wars much better. If nothing
else, I felt like I did my part and contributed, at least in some small
way, to the upcoming game release.
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Chapter Five:
ORCHESTRATING A
REBEL BREAKOUT
Editing Star Wars: The Roleplaying Game
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ECONOMY OF RULES
The Star Wars Roleplaying Game, designed by Greg Costikyan
and developed by Paul Murphy, was presented as a 144-page
hardcover book—relatively small when compared to other
roleplaying games released around the same time and in the
years that followed. The trend (even for later editions of the
WEG product) would be to create larger, more comprehensive
rulebooks. But this volume was compact, lean and trim and
devoid of any extraneous material that the player or GM didn’t
immediately need to play the game.
Character creation rules took up a mere four pages, explaining
how to select and customize a character template, modify
attributes and skills, and determine connections with the other
player characters in the campaign. Six pages were used to present
the bare bones of the game rules, explaining how to use Attributes
and Skills to make opposed rolls or to beat a Difficulty Number.
Those scant rules even included basic information about the Force
and the Jedi.
GAME DESIGN
The game mechanics were elegant, engaging, and fun to play.
The game used exactly one type of die, the common six-sided
die familiar to anyone who had ever played Monopoly or Clue
or Craps. In gamer lingo, we call it a D6. Every character in the
game consisted of six Attributes that defined their natural talents:
Dexterity, Knowledge, Mechanical, Perception, Strength, and
Technical. Each Attribute had a series of learned abilities associated
with it, referred to as Skills. Skills could be improved beyond the
base Attribute scores, demonstrating the knowledge and training
the character earned through education and experience.
A player selected one of the twenty-four character templates
presented at the back of the book to create the character he or
she wanted to play. These templates featured already generated
Attribute scores; a player only had to assign values to the skills
they wanted their character to excel in. So, a Smuggler with a
Dexterity of 3D+1 could have a related Blaster Skill of 5D+1,
showing that the player had put two extra dice into improving his
or her character’s ability to use a blaster pistol.
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rolls for the Wampa, using its Dexterity score of 3D. Even with
a good roll of 5, 6, 6 for a total of 17, there’s no way for the
Smuggler to miss as the Wampa comes barreling toward her.
Beyond these basic concepts, the rules also covered the Force,
combat damage and healing, and using starships. The rest of the
rulebook featured GM advice, story ideas, and a miscellany of
material necessary for any roleplaying game campaign. A chapter
on roleplaying included a solitaire adventure, an example of
regular play with a gamemaster and group of players, and a little
bit of information about playing a role, handling banter around
the table, and inspiring cooperation among the players—all in a
tight eight pages! By page 25 of the book, the player section was
complete and the gamemaster section was about to get started.
FORCE RULES
It wouldn’t be a Star Wars game if it didn’t talk about the Force.
In the section that covered the Force, the rules established the
Jedi Code and described the basic Force skills of Control,
Sense, and Alter. The Jedi Code provided a way to limit Force-
using characters by burdening them with Dark Side Points if
they violated the strict tenets of the Jedi Order—a useful game
mechanic for dealing with super-powerful Jedi characters.
GAMEMASTER MATERIAL
The gamemaster section, also a study in efficiency and
conciseness, explained the role of the GM and described the
three activities that make up that role: refereeing the game,
roleplaying the personalities that fill the world alongside the
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ADVENTURE ADVICE
The section on adventures brought everything together and
showed gamemasters how to use all the rules and guidance to
create fun and authentic Star Wars experiences. It contained
advice regarding whether to use a published adventure or one of
your own creation, how to prepare for a game session, and how to
best start a new adventure. Specifically, it set forth two techniques
for Star Wars adventures.
The first technique revolved around an interesting idea utilizing
a player hand-out, specifically a script to get the action started.
The script included with the sample adventure in the rulebook, for
example, had parts for six player characters. The idea of the script
was to impart information in a more interactive way than the GM
read-alouds that usually marked the beginning of a published
adventure. In addition, the goal was to help set the mood, get the
players moving in the right direction, and otherwise establish the
scene for the action to come.
Of course, to make the scripts usable by the widest possible
section of the audience, the dialogue provided for each part had to
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REBEL BREAKOUT
Curtis Smith designed the introductory adventure included
in the core rulebook, an eleven-page extravaganza entitled
“Rebel Breakout.” Curtis put together a solid story and good
introduction to the Star Wars universe. Of course, we had to
figure out just where in the Star Wars universe we were going to
set the game. At the time, we had the original trilogy timeframe
to work in. Should we set it at the beginning of Episode IV,
before the discovery of the first Death Star? We could have tried
to set it after Episode VI, but Lucasfilm wasn’t ready for anybody
to explore what happened after the Battle of Endor and the death
of the Emperor. At least not yet. Besides, we wanted to set the
game firmly within the action of the movies. “Rebel Breakout”
utilized a character from Episode IV, Tiree (also known as Gold
Two), who had the distinction of being the first Rebel pilot to get
shot down by Darth Vader. Therefore, the introductory adventure
had to take place before those events and was set shortly before
the Battle of Yavin.
Later, as we were working on The Star Wars Sourcebook, we
came to the conclusion that the three-year period immediately
following the Battle of Yavin and prior to the Battle of Hoth was
going to be the sweet spot to set our adventures and campaign
material. That would allow us to utilize all the pieces of the Star
Wars saga, making the destruction of the Death Star and the fame
of the Heroes of Yavin part of the roleplaying game campaign’s
back story. After the more generic information provided in the
rulebook, the game universe was established to take place
between Episode IV and Episode V, during a period where the
Rebel Alliance was intimately engaged in battle against the
Galactic Empire.
The introductory adventure was an origin story, a way for
one group of Rebels to join the Alliance and set out to do its
part to overcome the Empire. Curtis wrote the initial treatment
and I got to develop it and edit it for publication. This included
creating a format for Star Wars adventures that we could utilize
in subsequent products. As I had done with Scared Stiffs, I started
reworking the original material to shape it into a finished product.
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guarding our booth at the cons. This was long before the formation
of the 501st Legion of cosplay stormtroopers (they first appeared
in 1997). Only a couple of people in the company had the height
and physique to wear the suit, but we made extensive use of the
borrowed armor throughout 1987 as the build up to the release of
the game took on a head of steam.
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Chapter Six:
RESEARCH BEFORE
THE DIGITAL AGE
Gathering Material for The Star Wars Sourcebook
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I did to complete the project. It was too late to change the cover,
but he wanted to acknowledge my place in the design order on the
credits page of the book.
When Fantasy Flight Games announced that they would be
releasing a commemorative edition of the RPG and Sourcebook
in a slipcase for the thirtieth anniversary, internet news site i09’s
headline read “The Insanely Influential Star Wars Sourcebook
….” Thirty years ago, we were just trying to get it done on time
and make it as good as we possibly could. We had no idea it would
be influential—insanely or otherwise—thirty years later.
SKYWALKER RANCH
Curtis decided that the first order of business once I was brought
onboard the project required us to take a trip to the Lucasfilm
offices in California. He wanted us to dig through the legendary
Lucasfilm archives to find photographs, artwork, and other
materials we needed to research and fill the Sourcebook and
subsequent products. The plan was to utilize existing concept
art, movie stills, and production paintings to serve as cover
illustrations and interior art for our upcoming products. The more
we could pull from the movies, we figured, the more official our
products would appear to the public. Plus, new art was expensive.
Considering how much the company had already spent to acquire
the license, it made sense to us to try to save some money as far as
product art was concerned.
Soon we were off to California—me, Curtis, and art director
Stephen Crane. We decided to make a stop in Los Angeles to visit
Disneyland and see the new Star Tours attraction—for research
purposes. It was glorious! A piece of the Star Wars universe
come to life in a small corner of the Happiest Place on Earth.
We rode that ride three or four times during our visit, soaking
up all the atmosphere and studying how the Disney people had
created a true-to-life Star Wars experience. I even purchased
a cool silver Star Tours jacket and a bunch of post cards that
were crafted as though they were bought on Endor or Hoth or
Tatooine. The whole idea of Star Tours was so captivating that
we included our own version of “Galaxy Tours” in one of the
color ads in the RPG.
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bulky to store at the Ranch. She unlocked the place and showed us
to a large work table with a single spotlight over it that provided
illumination. She pointed out the large flat drawers nearby and
explained that all the set plans from the three films were stored
there. Then she left us to our search, told us she’d be back soon,
and locked us inside. We had the next couple of hours to dig
through the set plans and see what we wanted to get copies of for
use in our products. Set plans don’t provide the whole story, of
course. Filmmakers rarely create more than what they need to film
and show on the screen. So you might get a set plan that shows
half of a building, or part of a starship, or a block or two of a city,
but you rarely find the plans that depict the whole thing.
We found quite a few usable blueprints during that visit,
including the plans for the Rebel base on Hoth, the schematics for
an X-wing starfighter and a section of the Millennium Falcon, and
the layout of that most wretched hive of scum and villainy, Mos
Eisley. We even found the plans for the interior of the cantina!
We worked all of these into products, most notably The Star
Wars Sourcebook and Tatooine Manhunt, our first stand-alone
adventure. All in all, time well spent. But there was more to the
location than we initially realized.
After about an hour or so of studying blueprints, discussing
options, and making notes, Curtis started to look around. “Bill,”
he said, evident wonder creeping into his voice. “Do you know
where we are?” Of course I did. What kind of question was that?
We were in … the Lucasfilm … warehouse! Remember that scene
at the end of Raiders of the Lost Ark? The one where they roll
the crate containing the Ark of the Covenant into the massive
warehouse? That’s where we were, but instead of row upon row
of sealed up arcane artifacts, we were standing amid remnants of
our three favorite movies of all time!
Over there were the massive matte paintings depicting the
backgrounds of iconic locations, on racks so that you could flip
between them like the pages of a giant book. Scenes painted on
glass depicted the approach to Cloud City, or the Imperial base on
Endor, or one of another dozen or so iconic landscapes from the
films. There were models of Imperial star destroyers as long as a
dining room table, racks of stormtrooper armor and Wookiee fur,
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Chapter Seven:
A STAR
(W ars S ourcebook )
IS BORN
Creating The Star Wars Sourcebook
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CREDITS
In addition to myself and Curtis Smith, a few other notable WEG staff
members contributed to the creation of The Star Wars Sourcebook.
Jeff Briggs and Paul Murphy made a development and editing pass
as pages flew out of my word processor, and developer Peter Corless
and designer Doug Kaufman contributed ideas and opinions along
the way. At the end of the process, I made one final pass on the entire
volume, making sure the voice was consistent and the tone was
appropriately Star Wars—a method of writing and editing that has
become my signature approach as my career developed.
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INTRODUCTION
The one-page introduction was one of the last pieces of the book
that I wrote. It featured two essays of approximately equal length,
each filling one of the two columns of text on the page. The first
essay described the state of the Star Wars galaxy at the beginning
of our established campaign—right after the end of Episode IV: A
New Hope. (While we hadn’t defined the time frame of our Star
Wars campaign in the Roleplaying Game, we settled on the period
between the first two movies by the time we were wrapping up the
Sourcebook.) I started with the material written in the prologue
from the film novelization and expanded from there to describe
the origin of the setting. The Old Republic and the Jedi Knights,
the rise of Emperor Palpatine, the creation of the Empire, the
birth of the Rebel Alliance, and the victory against the Death Star
by the Heroes of Yavin—this was the galaxy that heroic player
characters were born into, a galaxy where the mighty Imperial
war machine currently was hot on the trail of the elusive Rebels
after suffering a major defeat in the burgeoning civil war.
The second essay described the contents of the Sourcebook.
I explained that while no single volume could cover everything
that existed across a thousand-thousand worlds, we did our best to
pack as much as we could into the book. I went on to clarify that
we’d be detailing the state of the galaxy at the end of A New Hope.
Empire and Return were still in the future of the game setting.
Here’s how I phrased what went into making the book:
“After countless hours of research—studying the movies,
reading the books, and perusing the incredible amount of source
material at Lucasfilm—West End has collected this fascinating
information, much of which appears here for the first time.”
I ended the essay with an invitation to “grab your blaster” and
return to that far-away galaxy. It was an invitation that the fans
gleefully accepted.
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Star Trek than Star Wars. I did an editing pass on the chapter and
added the material on life support and escape pods at the end.
This served as the origin of one of the in-world corporations
we introduced, Hoersch-Kessel, creators of the H-K ion engine
sublight drive. We also presented a brief discussion on cloaking
devices, mentioned once during The Empire Strikes Back but
requiring an explanation here so that player character groups
didn’t try to take advantage of such powerful technology. As
we hear in the film: “They can’t have disappeared. No ship that
small has a cloaking device!” We added that this technology was
expensive, hard to maintain, and rare even among Imperial ships.
A cloaking device on a small Rebel ship was just unheard of.
Gamemasters would thank us for the clarification later.
STARFIGHTERS
Another one of Curtis’s chapters that I tweaked for publication,
this one described the most important starfighters featured in the
films, including the A-wing, B-wing, Y-wing, X-wing, and TIE
fighter. It also included the Z-95 Headhunter, a ship introduced in
the novel Han Solo at Stars’ End by Brian Daley.
This chapter provided the first example of game statistics in the
book, demonstrating our desire to make them appear recognizable
and useful to readers who came to the volume as fans of Star Wars
and not necessarily as gamers. We tried not to fill the statistics with
too much gamer jargon so that everyone reading the material would
not only be able to understand it, they’d hopefully get something
out of it. The only actual game element in the stat blocks were the
dice codes—1D, 2D+1, 5D, and so on. Even if you couldn’t quite
figure out what that strange mix of numbers and letters stood for,
it was (hopefully) obvious that a starfighter with sublight speed of
3D+2 was faster than a craft with a speed of 3D.
The two-page spread featuring the schematics for the Incom
T-65C-A2 X-wing Space Superiority Fighter (whose manufacturer
and model number we made up) was based on some of those
blueprints we dug up in the Lucasfilm archives. Curtis figured
out how to label and name the fifty separate components that
constituted a complete X-wing, though I think developer Peter
Corless might have offered a little assistance along the way.
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COMBAT STARSHIPS
The chapter describing what we called “combat starships,” or capital
ships—basically military vessels larger than the one-to-three crew
starfighters—was the first chapter (not counting the frontis and
introduction) that I handled from start to finish. It was also the first
chapter in the book to include sidebars featuring in-world stories
that expanded upon the topic of the chapter. I’ll let you in on a little
secret: I was having a tough time writing enough material on the
ships to fill the pages we had allotted to the topic in the outline. I
came up with the idea to include sidebars that featured in-world
stories to fill up the space in (I hoped) interesting and useful ways.
In addition to the details concerning such military vessels as
the Corellian corvette (also known as a blockade runner and first
seen at the beginning of the original Star Wars movie), escort
frigates (such as the Nebulon-B), the Victory- and Imperial-class
star destroyers, and the Mon Calamari star cruisers, I added two
sidebar stories. The first, “Against the Pirate Armada,” described an
Imperial assault on a pirate armada and demonstrated the awesome
firepower of two “antiquated” Victory-class star destroyers left over
from the Clone Wars. Interesting to note, we invented the Victory-
class star destroyer specifically for inclusion in the Sourcebook, to
round out the chapter on capital ships and to show the evolution
of these massive weapons of war. We even got to say they were
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SPACE TRANSPORTS
This chapter covered the vessels required to keep the galactic
economy in motion, the transports—both registered and illegal—
that carried goods, services, and news across the hyperlanes and
from star system to star system. Using concept art for vessels
that were never used in the movies, we churned out information
about space barges that moved foodstuffs from worlds with
abundant supplies to planets that desperately needed to feed hungry
populations. We also described a specific class of transport, the
stock light freighter. These Corellian-built small trading vessels
were among the most commonly encountered ships in the galaxy.
Once, they formed the backbone of trade and commerce, but since
the move toward larger bulk freighters and giant container ships,
they have been relegated to the Outer Rim Territories and become
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DROIDS
What would a book detailing life in the Star Wars galaxy be
without a chapter devoted to the ubiquitous and often-taken-for-
granted droids? We utilized a bunch of Lucasfilm concept art to
illustrate types of droids we created to fill the necessary niches
to round out this integral part of galactic society. In addition, we
described the classification system used to identify droids, from
first-degree droids skilled in physical, mathematical, or medical
sciences, to fifth-degree droids created for menial labor, mining,
salvage, and sanitation work.
Astromech and protocol droids were covered in detail, since
those are the types of droids we knew the most about back then.
Of course, we mostly knew about two specific droids—R2-D2 and
C-3PO—who I would describe later in the book as definitely not
typical. Still, we were able to determine the functions they were
built to fulfill, and that allowed us to extrapolate on the general
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REPULSORLIFT VEHICLES
Like lightsabers, repulsorlift technology remains one of the
hallmarks of the Star Wars universe. This chapter delved into
the specifics concerning repulsorlifts and repulsorlift vehicles,
including landspeeders, airspeeders, and speeder bikes.
Repulsorlift vehicles were defined as any of several types of
atmospheric craft fitted with repulsorlift engines that served as
their primary means of locomotion. These engines create a repulsor
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field that pushed against a planet’s natural gravity and propelled the
vehicle forward. In addition to ground and air vehicles, starships
could also be fitted with repulsorlift engines for maneuvering inside
a planet’s gravity well and atmosphere. (In the movies, we see the
Falcon utilize this type of engine when it takes off and lands on a
planet. At least, that’s how I explained the maneuvers.)
Landspeeders, also called floaters and skimmers, provided
ground transportation for most of a planet’s population. We
identified a few specific landspeeder models, including the Bespin
Motor’s Void-Spider TX-3, the Ubrickkian 9000 Z001, and the
new SoroSuub XP-38 (the one mentioned by Luke Skywalker in
A New Hope).
Airspeeders, meanwhile, were the aircraft of the Star Wars
universe, utilizing a combination of repulsorlift engines and ion
engines for lift and thrust. Examples of this type of craft included
the T-16 Skyhopper (the same model Luke used to target womprats
back on Tatooine) and cloud cars, such as the ones in service on
Bespin’s Cloud City.
We utilized unused concept art from the Lucasfilm archives to
create a variety of speeder bikes, including models for personal
transportation, law enforcement, and military purposes. We detailed
companies that built these craft, such as Aratech, Ikas-Adno, and
Mobquet. Beyond that, we were the first book to describe swoops
(first mentioned in the Han Solo novels) in any great detail. Swoops
were souped-up speeders defined as “high-powered engines with
seats.” They figured into a popular spectator sport called swoop
racing and were the vehicle of choice for the dreaded Outer Rim
swoop gangs. Swoop gangs, including the Nova Demons and the
Dark Star Hellions, were wanted by the Empire for the crimes of
piracy, airway robbery, and murder, creating additional opponents for
player characters to encounter as they explored the Star Wars galaxy.
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ALIENS
This might be my favorite chapter in the book. It certainly vies
with “Heroes and Villains” for that distinction. The chapter on
aliens—the intelligent species that inhabit the Star Wars galaxy—
represents the first major disagreement I remember having with
Lucasfilm Licensing over the contents of the Sourcebook. It
started something like this when I said:
“I propose we call them Ithorians.”
“No, the name of that alien is Hammerhead.”
“Respectfully, Hammerhead is the name of a mask so the prop
department could identify and keep track of the costume. At best,
in the Star Wars galaxy, Hammerhead is a slang term or an insult.
As an intelligent species, they need a proper name. The name that
they call themselves. I’m sure that name isn’t Hammerhead.”
I eventually wore LFL down and convinced them that proper
names were important for establishing the universe as a real
place. After that, I got to name the various aliens that populated
the backgrounds of the original Star Wars movie trilogy. And it all
started with this chapter.
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Ewoks were the first species covered in the chapter. The primitive,
tribal Ewoks were natives of the forest moon of Endor. For the most
part, this initial entry stuck to what we saw in Return of the Jedi
and learned from the novelization. I extrapolated a little, especially
concerning their religion, their understanding of the Force (which
they never mentioned by name), and their love of music.
This section included a short sidebar, written to length to fill
a blank spot on the page. It detailed one of the initial Imperial
scouting reports concerning Endor’s moon, addressed to Imperial
Command. The report confirmed that a system and world had been
located that fit Lord Vader’s requirements precisely. The forest
moon was inhabited, but the “laughably primitive” species posed
“no threat” to the Empire’s stormtroopers. The report ended with
the fateful prediction, “We can safely ignore these contemptable
little fur-balls.”
This is probably a good time to talk about humor in the Star
Wars galaxy. One of the key components to the longevity and
adoration of these films and the universe they spawned is the
inherent use of humor as a counterpoint to the serious events
taking place in the movies. Whether it’s a quippy one-liner such as
Luke intoning with all sincerity, “I care,” or Han Solo pointing out
with great confidence, “I can arrange that!,” the Star Wars films
sprinkled moments of levity throughout the original trilogy. In
addition, the droids that have appeared in almost every Star Wars
movie to date (Solo: A Star Wars Story being the one exception),
C-3PO and R2-D2, stack right up there with the greatest comedic
duos of all time as they provide many of the most memorable
light-hearted scenes in the films. That’s why I thought it was
important to include touches of humor in the Sourcebook, such as
seen in the short story about the first encounter with the Ewoks.
Star Wars has funny moments and humorous lines. I wanted the
RPG material to reflect that in appropriate ways.
Gamorreans, the green-skinned, porcine species, represented
by the guards that served in Jabba’s palace on Tatooine, were
notable for their raw strength and savage natures. For this entry,
I didn’t have to invent the name as they came up with a good
one. I did invent the world that spawned them (Gamorr), their
history (marked by constant warfare), and the difference between
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something good emerges, but that’s not entirely true. I start with
a sound that I feel fits the species in question, then I build it and
change it until it’s just the right length (long species names are
right out, unless there’s a good reason not to go for the short and
sweet), it doesn’t have too many vowels or consonants in a row,
and it looks good in print.
As far as backgrounds, that’s a little more complicated. But not
by much. I start with something I know or can readily ascertain
about the species in question. Then I riff on that until a theme
forms and I let that idea direct the rest of the writing. For the
Gamorreans, at least the ones we saw in the films, we had tough,
disgusting, piglike creatures with huge weapons. It was simple
enough to build on that and imagine a world where Gamorrean
clans waged constant battle against one another, where their
favorite pets were gross parasites, and where the females ruled
and the males fought. So, my recipe for species design: pick a key
feature, riff on that feature until a story forms, then write and see
where the story takes you.
Anyway, back to the aliens.
Ithorians, the aliens known as Hammerheads until The Star Wars
Sourcebook came along, had fascinated me since the original
movie and after I picked up the first version of the action figure.
This was going to be a tricky one to write, because we saw a
single Ithorian in the cantina scene for a half a second, and the
only other information I had at the time consisted of a few notes
scribbled in the Star Wars Sketchbook that made mention of their
double mouths that generated stereophonic sounds. What was I
going to do with that? In the film, we only see the species from the
shoulders up, but the action figure I had featured these powerful,
treelike legs that ended in three wide toes. Around this time, I had
just finished reading Footfall by Larry Niven and Jerry Pournelle.
The idea of elephantlike aliens with a herd-based culture intrigued
me and seemed perfect for the species, so I borrowed the
notion to create a background for the Ithorians. I kept the name
“Hammerheads” in the background, using it as slang employed by
other species when referring to the Ithorians, though the Ithorians
considered the nomenclature to be an insult. After that, I let the
idea of the herd guide the development of the species.
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helping the Rebellion, the Quarren fled their planet and decided to
avoid both the Empire and the Alliance as best they could, finding
new lives among the fringe of Imperial society.
The associated sidebar, “The Shame of Seggor Tels,” relates the
confession of the Quarren who sought to teach the pompous Mon
Cals a lesson by lowering the planetary shields and granting the
Empire access to their shared world. Later, in an effort to atone
for what he had done, Seggor Tels helped convince his people to
stand with the Mon Cals against the invading Imperial forces. And
in the end, while most of his people were leaving to find a new
place to call their own, Seggor Tels stayed behind to try to alleviate
the shame that haunted him and to discover a dream of his own.
Sand People, or Tusken Raiders, came complete with two names,
and I decided not to mess with what had been established. This was
the shortest of the alien entries because, honestly, I didn’t have a
lot to say about these people. Others did interesting things with the
Sand People later, during the period of the Expanded Universe, but
nothing groundbreaking came to me as I tackled this entry. I doubled
down on what we knew from the film and the novelization, playing
up the ongoing struggle between the Sand People and the human
settlers who were encroaching upon their ancient hunting grounds.
The sidebar, “Song for a Fallen Nomad,” showed a glimpse of Sand
People culture and rituals as a young human settler comes upon the
funeral song for a dying Tusken Raider. This story also hinted at the
connection between the Sand People and their Banthas that we’d
develop further in future products.
Sullustans, as far as I recall and from what research I’ve been
able to do, weren’t actually named in the film (Return of the Jedi)
or its novelization. The planet, however, was. So I extrapolated
that a native of Sullust would be known as a Sullustan. By looking
at the one Sullustan in the movie, Nien Nunb, I determined the
Sullustans were small in stature and had the large eyes of a species
that was either nocturnal or dwelt in dark places. This led me
to formulate the backstory for the planet, making it a volcanic
world with an inhospitable surface where the inhabitants lived
within underground warrens. The planet was home to the mighty
SoroSuub Corporation, one of the key technological conglomerates
we invented. The entry explained that while the Sullustan people
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CREATURES
The chapter on creatures filled only eight pages in the book,
covering six beasts seen in the original trilogy: Banthas, Dewbacks,
Mynocks, the Rancor, Space Slugs, and Tauntauns. I’ll briefly go
over what I invented to add to the lore of these Star Wars creatures.
For Banthas, I decided that Tatooine wasn’t their planet of
origin—you usually don’t see shaggy coats on desert-dwelling
creatures. In fact, I posited, no one knew what planet originally
produced the Bantha. Somehow, Banthas wound up spread across
planets in different parts of the galaxy as colonization expanded
out from the Core Worlds. Moreover, Bantha subspecies vary
in size, behavior, and coloration. Primarily raised for food and
clothing, travelers could find Bantha steaks on the menus in
dozens of different space ports, and Bantha-skin cloaks and boots
were all the rage in certain parts of the galaxy. Some indigenous
species formed symbiotic relationships with the Banthas and
employed them as companions and beasts of burden, such as the
behavior seen among the Sand People of Tatooine.
I made Dewbacks (seen briefly in the original version of A New Hope
and then expanded upon for the Special Edition) native to Tatooine,
where some were domesticated for use as riding animals, since they
tended to handle the heat and blowing sand better than landspeeders.
(A riff on the Tauntauns of Hoth.) Some have even been turned into
pets by the moisture farmers, while in the wild both Sand People and
Krayt Dragons hunted them as a source of food.
Mynocks, the batlike creatures that swarmed the Millennium
Falcon when it took refuge in a hollow asteroid during the events
of The Empire Strikes Back, were described as one of the few
species that thrived in the vacuum of space, living off stellar
radiation and the energy emissions of starfaring vessels. Spacers
considered the creatures to be a nuisance that could cause a great
deal of damage if they weren’t spotted and removed from the
hulls of ships quickly.
The Rancor from Return of the Jedi provided the most fun of
the creatures I wrote about. I described how some speculated that
Jabba the Hutt had the beast genetically engineered, but then I
went on to say that considering Jabba’s frugal nature, it was more
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likely that his crime syndicate simply knew where to find the
beasts and kept that location secret for its own use. The sidebar
that accompanied the entry, a full-page story of how “A Rancor
Comes to Tatooine,” told the tale of the rivalry between the human
Bidlo Kwerve and the Twi’lek Bib Fortuna for Jabba’s attention.
In the story, Jawas brought Kwerve news of a crashed freighter in
the Tatooine wastes. The freighter had been carrying the Rancor,
which escaped in the crash. After a series of escapades, Kwerve
managed to subdue the creature. But he needed Bib Fortuna’s
help to present the huge beast to the crime lord. Jabba, touched
by the gift, decided to reward both of his trusted henchmen. He
promoted the Twi’lek to chief lieutenant and major domo. Then
he presented Kwerve with the singular honor of becoming the
Rancor’s first meal in its new home, showing the extent of Jabba’s
generosity and affection. I love that story!
And here’s something I found out while researching this book.
Bidlo Kwerve enjoyed a storied life after the tale presented in
The Star Wars Sourcebook. He appeared in Dark Horse Comics,
trading card games, and short stories. Other people added to his
legend, determining that, among other things, he was the one who
received the call from Han Solo to inform Jabba that his shipment
of spice had been dumped. In 1998, Decipher’s customizable
card game identified the skull that Luke picked up in the Rancor
Pit and used to activate the switch that dropped the gate on the
savage creature as belonging to—ready for this—Bidlo Kwerve!
That little tidbit could have been relegated to the new canon
classification of “Legends,” except that in 2016 the Star Wars:
Complete Locations book from DK confirmed that the skull was
indeed Bidlo’s. I’m glad he survived (as it were) to become part
of the current canon.
Space Slugs roamed the space lanes, preying upon Mynocks
as their primary source of nutrition, and some space ports
utilized the creatures to control increasing Mynock populations.
I suggested that Space Slugs normally ranged from six to ten
meters in length, and that tales of Slugs large enough to swallow
entire starships were nothing more than spacer legends. The
sidebar “The Slug Named Grendel” expounds upon the legend
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GENERAL EQUIPMENT
This chapter was necessary but not my favorite to write. Every
adventurer needs access to armor, weapons, and essential gear,
but I’ve never found writing about such items to be particularly
interesting. Still, the chapter covered melee weapons such as
movie staples like the gaderffii (used by the Sand People) and
Force Pikes (employed by the Emperor’s Royal Guard), as well
as items from other sources, including the vibroblades described
in the Han Solo novels. We detailed blasters and bowcasters,
grenades and thermal detonators, armor, and medical equipment,
putting everything on a chart that listed the items, their cost, and
their use in the roleplaying game.
The medpac, our version of a first aid kit or healing potion for
the Star Wars universe, first appeared here and in the Star Wars
Roleplaying Game rulebook. The game needed it, so we created
it. Later, it would show up in novels and comics and even gets
mentioned in one of the new movies, serving the same purpose.
Kind of like a portable bacta tank for when heroes inevitably
receive some sort of wound.
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LIGHTSABERS
Curtis Smith wrote the bulk of the chapter on lightsabers before
turning the rest of the book over to me. It was a single two-page
spread, describing the history of the lightsaber and its place in the
galaxy (which I expanded upon from what Curtis outlined), as well as
delving into the technology behind how a lightsaber functions (which
was mostly Curtis). This was the first real attempt by anyone to do
this, and the entry talked about power cells and jewels long before
the Expanded Universe introduced Kyber Crystals. We described
how novice wielders were as likely to injure themselves with the
weapon as their opponents, and only Force-users could truly master
the lightsaber due to the weightless nature of its blade of light. All the
various colors and the meanings associated with them would come
later, though we did mention that the handmade weapons came in a
variety of styles and sported different colored blades.
STORMTROOPERS
The chapter on stormtroopers was one that I inherited as other duties
took Curtis away from the project. I described their armor, and how
they were totally loyal to the Emperor; they could not be bribed,
blackmailed, or seduced into betraying the Empire. I detailed how
different environments required different stormtrooper squads,
specially equipped to deal with whatever planet they were called
upon to invade or defend. Cold assault troops (the snowtroopers),
zero-g stormtroopers equipped with armor that served as a personal
spacecraft and attack vehicle (one of my favorite inventions), and
scout troopers were all described. The sidebar in this chapter, “The
Briefing of Spacetrooper Platoon 243-XT,” reproduced the personal
audio log of a zero-g trooper, who, when presented with a nearly
impossible mission asked, “What are we doing after lunch?”
The one thing that LFL would never let me do was come out
and say that stormtroopers were clones. If you read between the
lines in all the pieces I’ve written concerning stormtroopers over
the years, you’ll get a sense that they aren’t like other troops in
the Empire. I was able to hint at my suspicion even if I couldn’t
confirm it. Later, of course, we’d find out that the predecessor
to the stormtrooper was the clone trooper, but we still haven’t
gotten absolute confirmation as to who or what was inside the
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REBEL BASES
Nine pages were allotted for the chapter about Rebel bases, but
Curtis had only turned over six pages of text, including the two-
page spread of the map of a Rebel outpost. What he had written was
good, and I couldn’t figure out any clever way to expand upon it.
By the time I got around to this chapter, the deadline was looming,
so even coming up with a sidebar story was out of the question.
This chapter features a bit more art than the rest of the book. I
decided to fill the blank space with concept art from the movies.
The base described in the chapter, Tierfon Rebel Outpost and its
starfighter squadron, was based upon one of the set blueprints we
uncovered during our delve into the archives. Curtis took the set
of the hangar bay on Hoth and altered and expanded it to create
Tierfon Outpost, a totally new Rebel Alliance base. It served as
the basis for many home campaigns, I’m reasonably certain.
IMPERIAL GARRISONS
As a counterpoint to Rebel bases, we presented details on Imperial
garrisons. I wound up writing this chapter, where I first posited
the idea that a lot of what the Empire created was modular and
standardized, as if it was pressed out of a mold. I got the idea
from the way they apparently churned out TIE fighters and made
the assumption that the entire Imperial military machine would
operate this way. Standardization made training faster, allowed
for resources to be moved and shared with greater ease, and
contrasted the Imperial method to the Rebel method of cobbling
together whatever they could find quite nicely. (I would expand
upon this idea a few years later while writing The Death Star
Technical Companion.) I worked with WEG art director Stephen
Crane on the design of the Imperial base plans, creating a
protective fortification that could be dropped from a star destroyer
to quickly establish an Imperial presence on whatever planet
required a show of force or a defendable installation.
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demanded that he fulfill the life debt he felt he owed Solo. This life
debt eventually evolved into a deep and abiding friendship, and the
two became fast friends as well as partners.
I waited eagerly to see what was going to be officially revealed
about Chewbacca in the Solo: A Star Wars Story movie. I enjoyed
the movie and love what it showed us about Han, Lando, and the
Millennium Falcon. But I do think it missed the mark with the way
it established how Han and Chewie met. What did Han really bring
to the table that our 190-year-old adventuring Wookiee couldn’t
have done on his own whenever he wanted to? And where was the
connection that formed the friendship that would last for decades?
I think our version of Han saving the enslaved Chewbacca and
thereby losing his position in the Empire, coupled with the idea of
the Wookiee life debt, makes a more compelling story. Ah, well.
Mon Mothma wasn’t in The Return of the Jedi for very long,
but I felt she belonged in this chapter. The information about her
provided by the film was rather sparse, but the novelization told
us that she was a senator in the Old Republic when Palpatine rose
to power, and that she retained her position until the Senate was
disbanded shortly before the Battle of Yavin. She helped form
the Alliance to Restore the Republic and organized resistance
cells across the galaxy. I came up with her planet of origin
(Chandrila), developed more about her background and early life,
and expounded upon her ability to select outstanding leaders and
delegate her authority to best make the Rebellion work. I was
happy to see her appear in this role in later years, most recently in
the Rebels animated series and the Rogue One movie.
Lando Calrissian presented a similar challenge. Even though he
starred in a trilogy of novels, not much had been revealed about
the gambler’s background. I wrote his entry as another Imperial
Intelligence report, where the writer made educated guesses as to
where Lando came from and what his stance might be regarding
the Empire. It talked about his incessant gambling and how he
lost the Millennium Falcon to Han Solo, then turned around
and won Cloud City. The conclusion reached by the report was
that Lando was an able pilot, a fair smuggler, a con artist and
gambler, and surprisingly, a good administrator. He had grown
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much as fight against them as ambush the Jedi and slaughter them.) I
described the key features of Boba Fett’s armor, including its weapons
and jet pack, and talked about how Fett was both feared and respected
by criminals and law enforcers alike. The communiqué ends with a
sterling recommendation from Major Herrit that previewed events to
come in The Empire Strikes Back: “Hire him.”
Darth Vader, the final entry in the chapter, in the final chapter in
the book, used interviews with Luke Skywalker and Bail Organa
of Alderaan, conducted before the destruction of the planet, to craft
a portrait of the dread figure. It played up the idea that even in the
Rebel Alliance, where members regularly proclaim, “May the Force
be with you,” the concept of a mystical Force was no longer seen as
a given fact in most corners of the galaxy. It built upon the version of
the tale that Obi-Wan told Luke on Tatooine, describing how Kenobi’s
promising student turned to the Dark Side and slaughtered the Jedi
Knights. Vader served the Emperor and rose through the Imperial
ranks to earn command of the Imperial fleet charged with hunting
down the Rebel Alliance. The entry ended with a cautionary warning.
If someone as strong and ruthless as Darth Vader could bend a knee
and call the Emperor “master,” how much more powerful must
Emperor Palpatine be to command such subservience?
That’s the story of how The Star Wars Sourcebook came together.
With the publication of the Roleplaying Game in October 1987,
followed by the release of the Sourcebook one month later, players
and gamemasters had everything they needed to play adventures
in the Star Wars galaxy. We had more products planned, of course,
but it was a significant accomplishment getting these two hardcover
books into print. I think we knew at GenCon in August, when we
were running demos of the game system, that we had a hit on our
hands. Both books quickly sold out of their initial print runs, and
we went back to press a couple of times during my tenure, which
was unheard of for most of the other products in WEG’s catalog.
During the convention season the following year, both books won
a number of industry awards, including the prestigious Origins
Awards for Best Roleplaying Game and Best Roleplaying Game
Supplement. And, of course, the Sourcebook became the foundation
for the Expanded Universe. That was still a few years away, and we
had more products to create before that could happen.
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Chapter Eight:
TATOOINE MANHUNT
AND THE RISE
OF ADVENTURES
On Creating the Key Adventures for the Line
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company, and the more profitable of the two at the time, was Bucci
Imports, which operated out of an office on Long Island, if I recall
correctly. Richard Hawran, Scott’s operations manager, found
land in Pennsylvania where they could build a single facility to
house both companies.
Honesdale had numerous advantages. The land was cheaper,
first off, and they could buy a lot and put up a building for less
than what it cost them to rent offices in Manhattan and on Long
Island. Plus, the workforce was theoretically cheaper in rural PA,
especially for the staff needed to operate Bucci Imports. Bucci’s
claim to fame was as an importer of Bruno Magli Italian luxury
footwear, and it’s where Scott put most of his effort in those days,
at least as far as I was aware. Plans were set and ground was
broken on a two-story office building and attached warehouse.
Bucci Imports would occupy the first floor of the new building,
while the offices of West End Games would move into the second
floor. The warehouse, meanwhile, would handle stock for both
businesses. It was a great idea from a corporate perspective, but it
seemed drastic to me at the time.
While we were wrapping up the two inaugural products in the
Star Wars line, Curtis Smith was drawing up plans for the move
to Honesdale. He took the staff on field trips to show off the site
of the new facility and to promote the benefits of staying with
WEG and moving to Pennsylvania. Being from Wisconsin, Curtis
had loads of fun facts and interesting stories about living in what
we jaded New Yorkers considered to be “the Wilderness.” Paul
Murphy and Jeff Briggs decided to move on instead, so Curtis
spent his efforts convincing me, Doug Kaufman, Stephen Crane,
production manager Steve Porpora, and new hire Mike Stern to
make the move to Honesdale. During this period, he also hired
Jonatha Caspian and Greg Gorden, setting it up so they’d join
the company in Honesdale when the building was completed
in January. Unfortunately, like most schedules and deadlines,
sometimes things slip. The building wasn’t ready on time, so Greg
and Jonatha wound up commuting into the New York office a few
days each week until the building was finished and the rest of us
could make the move.
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the map. Jennell did a wonderful job interpreting our sketch and
bringing the place that Old Ben called a “wretched hive of scum
and villainy” to life in vivid color. The completed map depicted
residential buildings, shops, docking bays, the Cantina, and other
important locations around the city’s central district.
The Cantina, where droids were refused service, Han Solo shot
Greedo (and Han did shoot first, but Greedo had it coming), and
two aliens wanted for various violent crimes picked a fight with
the wrong farm boy, was modeled after another set of blueprints.
One wall of the place was missing from the schematic to provide
the film crew with a place to put the cameras and lights, which
meant that we had to extrapolate to design a complete interior.
The two maps helped elevate the product’s perceived value,
setting a standard for quality components that we’d carry forward
throughout my tenure with the company.
With the poster map art order out of the way, I got down to
business with the rest of the manuscript. After a thorough review
of the material that Daniel turned over, I presented Curtis Smith
with my plan for reformatting the adventure, adding encounters to
round out the story, and making sure the adventure worked with
the products we had already completed or that were in the early
stages of development. I don’t want to give the impression that
I approach every editing and development job with the intent of
burning it to the ground and rebuilding it from scratch. Daniel’s
manuscript was solid and featured the core of the adventure that
was eventually published. But we had created a new format for
presenting adventures by the time I got around to working on
the manuscript, the game rules had been finalized, and we had
come up with the idea of adding cut-away scenes to enhance the
cinematic feel of the adventures. Plus, more material was needed
to fill the final page layout, and we wanted to add tie-in scenes to
cross-sell the Star Warriors board game. After all these necessary
additions were included in the final product, Curtis decided that I
produced enough new material to warrant a design credit. Daniel
and I shared the cover credit, with an additional credit for me to
account for the development and editing work.
Another bonus included with the finished product was a
cardstock strip of counters for use with the Star Warriors board
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game. I wrote the end scene, an RPG encounter where the player
characters had to escape from Tatooine by running a gauntlet
of TIE Interceptors. They could accomplish this in their space
transport or by utilizing some Z-95 Headhunters they find parked
in the docking bay. Doug Kaufman translated the RPG encounter
into a scenario for Star Warriors, which could be used for the final
scene if the gamemaster and players wanted to engage in a more
tactical encounter to wrap up the adventure.
Thinking back, I can’t accurately point to which part of the
adventure is mine and which part is Daniel’s, though I have some
hazy memories. For example, at some point we settled on the Ralph
McQuarrie production painting depicting the bounty hunters from
The Empire Strikes Back to use as the cover art. As this was one of
the pieces we collected during our trip to the Ranch, the decision to
use this piece of art for the cover was probably reached after Daniel
turned over the manuscript, but I can’t recall for sure. Of course,
we couldn’t throw the heavyweights shown in the art, including
Boba Fett and IG-88, at new players for their first adventure (or
second if you count “Rebel Breakout” from the RPG). Instead, at
some point I equated the villains of the adventure with look-alikes
for the famous bounty hunters featured in the cover art. Boba Fett,
for example, became another Mandalore-armor-wearing bounty
hunter who went by the name of Jodo Kast. I made sure that
the cover art and the interior details meshed. Beyond that, I did
my usual development and editing pass, making sure the entire
product had the proper voice and structure, and adding material as
necessary to create the finished product. Even though Daniel and
I worked separately and at different times, and I’m not sure we
even communicated once I took over the product, I still consider
it a masterful collaboration that perfectly kicked off the Star Wars
adventure line.
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OTHER LANGUAGES
It would be remiss of me not to mention that we worked with
publishers in other countries to release the Star Wars Roleplaying
Game line in other languages, most notably French, German,
Swedish, and Italian. In addition to working on the English
language products, I helped shepherd the international products
through the approval process with LFL once we were firmly
entrenched in Honesdale. It was amazing how well one of my
counterparts could speak English when they needed something
or just wanted to have a pleasant conversation, but how fast they
forgot all the words when I had to make them change something
at LFL’s request.
Some of the more impressive versions looked totally different
from the products we produced for English-language customers.
The Swedish version of the Sourcebook, for example, was
produced as a boxed set! I still have a copy of that version on
my shelf, shrink-wrap totally intact, which means I have no idea
what’s actually inside the box anymore. The French products, on
the other hand, were basically copies of what we produced for
sale here in the United States, just in French instead of English.
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Chapter Nine:
THE GALAXY GUIDES
Creating a Line of Star Wars Products
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Ephant Mon) and Endor (including the Ewoks and the Rebel
Commandos), as well as important Rebels (such as Mon Mothma,
Crix Madine, and Admiral Gial Ackbar), Imperials (including
Moff Jerjerrod and the Emperor), and ended with the ongoing
updates to the lives of the Heroes of Yavin.
For the other three inaugural Galaxy Guides, I tried a few different
directions. Each guide covered a particular topic, but I wanted to
deal with more than just characters in these companion volumes.
Galaxy Guide 2: Yavin and Bespin came back from one of the
freelancers in terrible shape. Specifically, I deemed the section
detailing Yavin to be unusable. This became one of our first
crunch projects once we got to Honesdale, and I threw every
available body I had at it to rewrite the Yavin section before the
deadline. I crafted a new outline, then got Jonatha Caspian and
new hire Charles Tramontana to start banging out pages. I took
on part of the rework myself, as well as edited and overwrote
Jonatha’s and Charles’s pages as they fired them to my desk.
Chris Kubasik, designer of the Cloud City adventure, provided
the section on Bespin, and luckily that came in perfectly fine. In
the end, the book turned out well, but it was definitely the weakest
of our initial slate of products released in 1989.
Galaxy Guide 4: Aliens, on the other hand, was a triumph. After
producing a couple of choose-your-own-adventure type books for
our Star Wars line, author Troy Denning took on the challenge of
creating a “monster manual” of sorts for the Star Wars universe.
Galaxy Guide 4 included aliens from the films as well as new aliens
created by Troy. My job, as usual, was to develop the manuscript
and bring it in line with other material we were producing. I had to
make sure each new creation fit into the universe and would get past
the approval process, as well as edit the book for print. This meant
that I tweaked some of the backgrounds Troy created or made slight
adjustments to names here and there. Many of the aliens created
for this book would later show up in products released by other
licensees, and like the rest of the material WEG was producing in
those initial years of the license, we were setting the foundation for
the Expanded Universe by defining the width and breadth of the
galaxy. Troy, who had begun his career as a game designer at TSR,
Inc., would later go on to help create the Dark Sun campaign setting
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for D&D and write a ton of novels, including a number set in the
Star Wars universe.
The assignment for Galaxy Guide 6: Tramp Freighters went to
the writing team of Mark Rein-Hagen and Stewart Wieck. Paul
Murphy, who hired me and then left the company after finishing
the Star Wars RPG, spent a year working in England for Games
Workshop. There, he helped create the memorable Space-Hulk
board game. When he returned to the States, we got back in touch
and I hired him to come work in Honesdale. I assigned him to write
the Rebel Alliance Sourcebook and the adventure Black Ice, and
to develop and edit Galaxy Guide 6. This product presented a sort
of mini-campaign for Star Wars, providing rules for smuggling
and modifying tramp freighters (such as the Millennium Falcon),
discussing life on the fringe of galactic society, and detailing a
section of space known as the Minos Cluster—a great place to
set adventures for characters with a little bit of scoundrel inside
them. Mark and Stewart used the money we paid them for Galaxy
Guide 6 to help fund the publication of their new game, a little
roleplaying game they called Vampire: The Masquerade.
More Galaxy Guides would appear later, taking the count to
a total of twelve by 1995. But the six described here were the
ones I spearheaded and worked on. Now that we had a line of
adventures and guide books established, I didn’t want to stop
there. I had ideas for additional hardcover sourcebooks to serve as
the flagship titles of the line.
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Chapter Ten:
THE SOURCEBOOKS
Nothing Beats a Good Hardcover at Your Side
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use in the game and a short adventure. Many players believe that
the original rules don’t work nearly as well without adding the
material from this product. I won’t disagree with that assessment.
Greg put a tremendous amount of effort into detailing the Empire
in The Imperial Sourcebook. I developed and edited the book, our first
hardcover after the original core products. Greg’s deft hand shines
in sections defining the organization and structure of the Empire, the
creation and organization of COMPNOR (the Commission for the
Preservation of the New Order), providing additional details about the
Imperial Security Bureau (ISB), the Imperial Military and Navy orders
of battle, custom ordnance, and recruitment and training. I wrote the
introduction, the prologue by our fictional historian Arhul Hextrophon,
and the primer on Imperial power. That section included background
material on the Empire and the Emperor that I wanted to handle, since
I knew LFL would be most concerned about what we said there. It also
featured the sidebar I wrote, “By His Own Hand,” which described the
rise of the Emperor by an unknown devotee of his work.
One of my favorite sections of the book, a two-page spread titled
“Imperial Capital Ship Recognition Guide,” features all the capital
ships detailed in the product, illustrated in scale to one another.
Greg and I worked with art director Stephen Crane to compile this
spread. You can see how small a system patrol craft appears in the
shadow of an Imperial star destroyer, for example. It even shows
the silhouette of a super star destroyer, which starts on page 64 (the
first page of the spread) but then continues with every turn of the
page until you reach the bow of the craft on page 71!
Much of the material still informs how the Empire’s organization
is described in novels, comics, and animated shows to the current
day, and it was Greg’s attention to detail that helped craft much of
that hierarchy and background.
Since we had a sourcebook devoted to the Empire, it seemed
only fair that we add one dealing with the Rebels. I charged Paul
Murphy with the task of designing the Rebel Alliance Sourcebook
after he returned to the company. We published that volume in
October 1990. Paul led the design, with additional material
provided by Mike Stern and Greg Farshtey (one of the editors
I hired after we settled into the Honesdale facility). Editing was
handled by another new hire, Jennifer Williams.
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The first step in launching a new product line was to prepare enough
material to get the project green lit by WEG’s owner, Scott Palter.
Then we had to scope the project, determine what the product line
would look like, and figure out how we were going to get the products
produced while maintaining our aggressive Star Wars schedule and
continuing to turn out the occasional product for the Ghostbusters
and Paranoia lines. The plan we set forth included an increase in staff
for the duration of the initial design period. Once WEG owner Scott
Palter approved the plan and agreed to a budget, we started looking
for a couple of game designers we could put on short-term contracts.
We approached freelance game designers Christopher Kubasik and
Ray Winninger, who agreed to spend a few months in Honesdale,
working with us to develop the rules and craft the initial products.
Greg and I split the primary design duties: He led the creation of
the rules and game mechanics, I led the creation of the campaign
setting(s) and story. Torg set forth a world much like our own, what we
referred to as “the Near Now,” and postulated an invasion by enemies
from parallel dimensions, what we called “cosms,” that each utilized
different rules of reality. These included Orrorsh, the realm of Victorian
horror, the pulp-action realm of the Nile Empire, and the prehistoric
realm of dinosaur people, the Living Land, among others. In addition
to the setting, Torg featured an innovative exploding d20 die mechanic
(meaning, you rolled again on a 10 or 20 and added the number to get
an even greater result) and a drama deck of cards that could be used by
both gamemasters and players to influence actions during play.
As the work on Torg drew more and more of my attention, certain
Star Wars products (such as The Rebel Alliance Sourcebook) went
through the system with very little oversight or involvement on
my part. It was hard to pull myself away, but I was also invested
in making sure Torg came out of the gate strong and lived up to
the vision Greg and I had for it.
Two stories about the creation of the Torg RPG.
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our attempt to create an RPG that could stand beside the giant in the
industry, Dungeons & Dragons. We used the codename throughout the
design process, and when the time came to actually name the product
we ran into a little problem. WEG owner Scott Palter really liked the
name Torg. Worse, he didn’t like any of our other suggestions. These
included Storm Knights, Reality Runners, and a bunch more that I no
longer remember. Once it was clear that we weren’t going to change
Scott’s mind, I set about trying to come up with a way to make the
made-up word mean something in the game. Eventually, I settled on
the idea that all the High Lords of these various invading cosms were
vying for the title of Ultimate High Lord—the Torg.
And so was born Torg: Roleplaying the Possibility Wars.
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later. Greg agreed and went to lie down on a couch in one of the other
offices. A few hours later, he rushed back in. I could clearly see that he
was excited. He figured out the math problem! When I pressed him
for details, he admitted that the answer came to him in a dream. “An
elf told me,” he said. Then he grabbed a calculator to make sure the
answer was correct. It was. That’s Greg Gorden: solving complex math
problems in his sleep—with the help of an elf.
We announced the new game with a teaser campaign that began
at GenCon 1989 and continued through flavorful but mysterious ads
in Dragon Magazine until we finally revealed that “the Storm has a
Name: Torg.” We released the boxed set and first novel at GenCon
1990. I kept an eye on Star Wars during this period, but I was fully
engaged in helping Greg and the team craft our new game line.
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Chapter Eleven:
THE UNIVERSE
EXPANDS
I Shall Become More Powerful Than You Can Imagine
W hen one door closes, three more open. But that process can
be slow and painful before things turn around and get better.
I decided to embrace the life of a freelance game designer after
parting ways with West End, at least until I could find another staff
job that interested me. The new people hired to run the Star Wars
line in my place recognized that I could still be of service, and
since I continued to live in Honesdale—it was cheap, and I didn’t
want to pick up and move until I had a job and a destination in
mind—they decided to call on me for advice and to see if I wanted
to design a few more products for the line.
Prior to being laid off at WEG, I began to see the first signs
of what would become the Star Wars Expanded Universe. At
one point, Lucy Autrey Wilson (early on in the life of the WEG
license, Louise Riley moved on to do other things at Lucasfilm
and Lucy took over the publishing program for LFL) brought
me in to meet with Tom Veitch and Cam Kennedy, who were
in the process of creating a new Star Wars comic called Dark
Empire. Lucy had a plan to add new licenses to the brand, and
she wanted them to work together to develop a cohesive universe.
Specifically, she saw the products we had created at West End
as the foundation of this new Expanded Universe (although that
term wouldn’t come into play for a few more years), and she made
sure that Veitch and Kennedy had copies of the sourcebooks and
supplements we had created up to that point in time. And right
before I moved on, Lucy told me about a new book deal LFL
had signed. Author Timothy Zahn would write a trilogy set after
the events in Return of the Jedi. Exciting stuff, but it meant the
landscape was changing. New West End Games staff Bill Smith
and Ed Stark, along with remaining staffer Greg Farshtey, would
have to navigate an increasingly crowded licensing empire, and
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The latter, a supplement for the RPG, detailed the Death Star in
all its glory. Much of the historical information I provided was made
obsolete twenty-five years later by the film Rogue One: A Star Wars
Story, but I’m still proud of what I came up with concerning the
“technological terror” the Empire developed. I defined Grand Moff
Tarkin’s doctrine of fear—the Tarkin Doctrine—his plan for using
the Death Star and other weapons of mass destruction to keep the
various star and planetary systems in line. Since there was no way
to fully detail a base the size of a moon in just 96 pages, I revisited
the idea of Imperial mass production to explain that the Death Star
consisted of zones that were self-sufficient and replicated multiple
times to form the giant sphere. What never occurred to me at the
time was that some engineer had actually built the flaw that the
Rebels took advantage of right into the structure. My wife Michele
figured that out some years later and was gratified to see it revealed
in the Rogue One film, but alas, I missed that plot point back when
I originally wrote the supplement. It would have been a great idea
to include if I had thought of it at the time.
With the release of Zahn’s novel in June, the Expanded
Universe was off to the races. From that point forward, WEG had
to reinvent its product line. The Death Star Technical Companion
was the last product to delve into an area of the films and set out
to explain it in great detail. After that, WEG’s supplements and
sourcebooks either covered a novel or comic from the growing
Expanded Universe, or they developed a region of space for their
own use, such as Brak Sector and the Darkstryder Campaign.
I’d wind up writing two more books for West End Games before
a new staff job took me away from the life of a full-time freelancer.
I wrote the sourcebooks for Zahn’s first two novels, Heir to the
Empire and Dark Force Rising. Shortly after I took on the contract
to write the sourcebooks for Zahn’s novel trilogy, I was hired by
TSR, Inc. (the publishers of Dungeons & Dragons) and moved
to Lake Geneva, Wisconsin. After finishing the first two books, I
bowed out of the third because I was becoming too busy to devote
the time and energy needed to bring the final volume to its grand
conclusion. This was also the period when I was writing a book for
Lucasfilm, A Guide to the Star Wars Universe, and I deemed that
project to be more crucial than writing a third Zahn sourcebook.
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Chapter Twelve:
PREQUELS AND D20
They Keep Drawing Me Back In
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R&D DIRECTOR
Once we were safely entrenched in the Wizards offices in Renton,
WA (we always said Seattle, but the offices were just to the south
in Renton), Peter had to determine who was going to run the TSR
division. He decided to keep TSR mostly intact, a subsidiary inside
the larger organization. He selected me to serve on a committee to
find a suitable leader. Peter had initially planned to handle the job
himself, but the board of directors wanted him to concentrate on
another important task and he didn’t have the time to devote all
his attention to TSR. (Later, we would learn that Peter was going
to be busy determining whether to take the company public or sell
it to a larger conglomerate. Eventually, selling the company won
out, and by late 1999 Wizards, with its little TSR division, would
become part of Hasbro—makers of action figures, family board
games, and toys of all shapes and sizes.)
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Hasbro, among others, filled into the small but comfortable theater
at Skywalker Ranch. Then, using concept art, story boards, photos
taken on set during filming, and animatronics, Howard would act out
the stories of Episode II and Episode III. I admit it, I liked Howard’s
renditions of these films better than the versions ultimately released
in the theaters. Howard’s telling had more heart and soul, and he
certainly brought a level of fun to the proceedings that somehow,
for me, never translated to the finished prequel films.
And at some point along the way, LFL moved out of Skywalker
Ranch and took up residence at the Presidio in San Francisco.
These facilities were no less awe-inspiring than the Ranch, but I
missed the quiet and the natural beauty that made those visits to San
Rafael so memorable. At the Presidio, there was more space, a cool
bronze statue of Yoda at the entrance, a huge cafeteria with multiple
food stations each serving different fare, and a larger company store
to shop in. Plus, they had loads of original art from our products
(among others) decorating the walls. The Presidio is cool, but to me
it was missing some of the charm and attitude of the Ranch.
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MINIATURES
Wizards produced more than just roleplaying game products
under the license from LFL. WotC released ten issues of Star
Wars Gamer Magazine, which helped bring Christopher Perkins
to the attention of the RPG team. He now serves as one of the
primary movers and shakers for D&D. We also created what
was perhaps the crowning achievement of the Wizards Star
Wars product line—painted plastic miniatures. Just as D&D 3E
laid the groundwork for our design of the Star Wars RPG, D&D
Miniatures served as a sort of proof of concept that we could take
to LFL when we pitched this expansion to our product line.
We brought the first production run of the painted plastic D&D
miniatures to LFL, along with sculpts of Darth Maul to show them
what we could do for Star Wars. The first set of D&D Miniatures
released in September 2003. They served as both game pieces for
a skirmish-based minis game and for use when playing the RPG.
Hot on the heels of that release, we immediately got to work on a
version of the product for Star Wars.
I put together a strike team to develop the rules for the Star
Wars Miniatures Game. It included myself, Jonathan Tweet, Jeff
Grubb, and Rob Watkins. We started with the rules used in the
D&D skirmish game, and I established the same caveats that
dictated the design of the RPG: wherever possible, simplify the
rules; strive to re-create the tone and energy of the Star Wars
films; and work to make the game fast to play and easy to learn.
The initial set, Rebel Storm, included sixty figures drawn from the
original Star Wars trilogy and featured a Starter Set for skirmish
play. It debuted in September 2004. The rulebook opened with a
section that described three ways to use the miniatures: you could
collect them (figures were rated from common to very rare), you
could play head-to-head skirmish battles against your friends, and
you could use them in your Star Wars RPG campaign.
Why did we go with painted plastic instead of metal? Well, D&D
had tried to sell metal miniatures with the Chainmail game that
debuted around the same time as 3rd Edition. The problem with
metal miniatures, in my estimation, is that they require a customer
who possesses three distinct skill sets and interests—someone
who wants to assemble the miniatures, who wants to paint the
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He shook his head and said no, but promised he’d think about
it. He came back a while later and said, “Yeah, we can do that.”
That’s what I wanted to hear! We started working on the product in
earnest, making sure to add a grid-lined base so that smaller figures
could move around beneath the AT-AT during play. I still have one
of these fine models on display in my home office, a fond memory
of a more civilized time.
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Chapter Thirteen:
THE NEW (D isney )
ORDER
What WEG Created Still Influences the Brand Today
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Some of the plot was a bit too contrived or went on a bit too long,
but I think it was done to serve the director’s overarching vision—
he wanted to make something new. I applaud that sentiment and,
mostly, I applaud the effort. I won’t say more until I’ve had an
opportunity to watch the DVD a few times and dissect the story.
I will say this, however. Finn said “medpac.” Twice. That was
pretty cool.
I talked about the latest film a little earlier in the book. Solo: A
Star Wars Story debuted just as I was wrapping up the final draft
of this recounting of my involvement with Star Wars. Of the four
new movies released under the Disney/Lucasfilm banner, this one
may be the most faithful to the tone and feel of the original trilogy.
And unlike Rogue One, I thought Solo did a good job including
alien and female characters into the mix. As I said earlier, I don’t
mind that they changed the details of how Han and Chewbacca
met and became friends. I just wish the new movie had given the
event the same amount of weight and meaning that I feel existed
in the entry that appeared in the original Star Wars Sourcebook.
In addition to the tv show and movies, the other storytelling
avenues of the new canon hold up their end of the bargain. The
new novels have been very good, and the comic books by Marvel
Comics are simply excellent. Stand-outs for me have been Thrawn,
by Timothy Zahn, and the Vader Down comics mini-event by
Jason Aaron and Kieron Gillen. Excellent stuff! I also love the
new comic character, Doctor Aphra (from the comic of the same
name by Kieron Gillen), and her pair of homicidal droids, Triple-
Zero and Beetee. Great additions to the universe one and all.
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Chapter Fourteen:
A YEAR OF
CELEBRATIONS
Yub yub!
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listened to Dave Filoni and Pablo Hidalgo talk about Rebels and
Forces of Destiny and other pertinent topics, and we wandered
around the enormous dealer’s room to marvel at everything from
a dewback-shaped couch to a TIE fighter barbeque grill, lightsaber
cooking utensils, and leather jackets and dresses modeled after
costumes from Rogue One. We had a grand time.
Pablo and I briefly discussed doing a panel for the thirtieth
anniversary of the RPG, but he couldn’t get anything onto the
Celebration schedule. I was slightly disappointed, but the lack of
such a panel let me fully concentrate on being a fan for the weekend.
The two highlights of the show, for me, were a surprising panel
and an unexpected dinner. The panel described plans for the new Star
Wars section being added to Disneyland and Disney World. What
surprised me was the extent of what they were building. Not only
was Disney creating an immersive environment that was going to
depict a brand-new location in the Star Wars universe, it was going
to include a corresponding resort as well. What they described was a
roleplaying game come to life, for those who wanted to go all in, or at
the very least an immersive experience where you could decide how
involved in the unfolding stories you wanted to be.
When one of the Disney Imagineers on the panel mentioned
the planet would be located in Wild Space, I was once again
flabbergasted by the depths to which the new powers-that-be were
willing to dig to create new material. Wild Space was a section
of the galaxy I created for the Heir to the Empire Sourcebook
to fill out the chapter on regions of space. It seemed to me that
the Unknown Regions (which first appeared in Timothy Zahn’s
Heir to the Empire novel) and the Outer Rim Territories (first
mentioned in the novelization of the original Star Wars film)
needed some kind of buffer zone. Hence, I added a write-up about
Wild Space that would eventually find an amazing expression
with the development of the new areas in the theme parks.
Even the description of what they’re planning sounds fantastic!
“Guests will be transported to a never-before-seen planet, a
remote trading port and one of the last stops before Wild Space,”
a place where Star Wars characters and their stories come to life!
You can bet your cred stick that Michele and I will be visiting this
planet as soon as we possibly can, though it isn’t scheduled to
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open until 2019. Maybe Pablo Hidalgo or Leland Chee can get us
an early tour. No, probably not.
As for that unexpected dinner, well, Leland Chee texted me and
asked if we were going to be around after the show. We cancelled
an existing dinner reservation and made a new one so we could
meet up with Leland and visit for a little while. It was a very nice
visit and we only talked about Star Wars briefly. Well, maybe a
little more than briefly.
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MODIFIED D6 SYSTEM
As I was preparing my Star Wars adventure for Lucca, I ran into
a few snags that the designer in me couldn’t let slide. The original
D6 System was ahead of its time. But that time was thirty years
ago. To me, some of those original mechanics just aren’t up to my
modern design sensibilities. The damage mechanics, in particular,
bothered me as I reread them and worked up the details of my
convention scenario. What worked great thirty years ago seemed
clunky and slow to me now. To make the scenario run smoothly
and to keep die rolling to a minimum, I made some changes for
my anniversary edition of the game.
Here’s the rule sheet that I prepared for my use at the convention.
Annotations [bracketed and italic text] show what I updated from
the original rules set.
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ACTIONS
• Use a skill to perform an action. Roll allotted number of dice
and try to equal or exceed a difficulty number.
• To perform multiple actions in a round, reduce dice by 1 for each
additional action attempted. For example, a Rebel with Blaster 4D
can take three blaster shots in a round, rolling 2D for each attack.
(1 action made at 4D, 2 actions made at 3D, 3 actions made at 2D.)
ATTACK ACTIONS
[This is the start of my modified rules. I wanted to eliminate the
back and forth of opposed rolls for combat to keep the action
moving and die rolls to a minimum.]
• The difficulty number for an attack action is the target’s
Defense (derived from the Dodge skill and any armor worn).
[I provided pre-generated characters for the players to choose from
and gave every character a Defense number. I derived the Defense
number from the average of a character’s Dodge skill and added
any bonuses for armor to determine a target value. For example, a
character with a Dodge score of 3D + 2 who was wearing a blast
vest received a Defense number of 13: 3.5 x 3, rounded down, for
the dice; +2 for the die bonus; and +1 for the blast vest. Now I knew
I needed to roll 13 or better to hit that character with an attack, and I
assigned similar values to all the NPCs in the adventure.]
• If the attack hits, roll damage. The result of the damage roll
determines what type of damage the target takes: Stun, Wound,
Incapacitated, or Mortally Wounded. When you take damage,
add a mark to the appropriate damage box on your sheet.
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DAMAGE RESULTS
[Here are the way damage results play out. I think this is more
in keeping with the cinematic nature of Star Wars combat, and it
played fantastically well at the convention.]
• Stun. For every stun a character receives, actions are reduced
by 1 point. So, if you have 2 stuns, your skill checks are made at
–2. If your stuns equal your stun number, you fall unconscious.
• Wound. A wounded character’s actions are reduced by 1D. If
your wounds equal your wound number, you are incapacitated
and receive 1 incapacitated mark.
• Incapacitated. An incapacitated character’s actions are
reduced by 2D. If your incapacitated equals your incapacitated
number, your character is mortally wounded and receives 1
mortal mark.
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DIFFICULTY CHART
[This is the Difficulty Chart that Greg Gorden and I presented in
the original Star Wars Rules Upgrade. The die codes are there so I
know what a character with a particular skill value is more or less
capable of accomplishing. That way, I didn’t throw out a difficulty
number that was impossible for a specific character to achieve. It
was a friendly convention game, after all.]
Moderate 11–15 4D
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that truck up. When he does that, he isn’t going to care about
any of the toys we added to the driveway. He’s going to run right
over them. And that’s okay. That’s his prerogative. You can name
them Twi’leks, and we can get all the other licensees to call them
Twi’leks, but if George decides to give them a different name,
well, he can do that. I just wanted to make sure you understood
that. It’s George’s driveway, and they’re George’s toys. And it’s
George’s truck.”
When the truck representing the Prequel Trilogy started rolling,
remarkably few of the toys we added to the universe wound
up getting crushed beneath the wheels. And later, with the two
animated series and the formation of the Lucasfilm Story Group,
some parts of the Expanded Universe did get run over, but an
awful lot of the material I had a hand in creating has not only
survived, it’s been made integral to the very foundations of the
Star Wars galaxy.
I’m very proud that so many of my toys, as it were, found their
way into the truck. It’s still George’s truck, since he created the
universe, but now Kathleen Kennedy sits behind the wheel and
the Lucasfilm Story Group rides shotgun as they roll out new
stories in a variety of mediums. And it appears to me that the
road they’re driving down is paved with the foundational material
created for a roleplaying game thirty years ago.
When you think about it like that, it’s kind of amazing.
Bill Slavicsek
Towson, Maryland. May 25, 2018
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ABOUT THE AUTHOR
B ill Slavicsek’s professional writing career began when he
was hired by West End Games in 1986. A year later, he
created The Star Wars Sourcebook and helped lay the foundation
for what would become the Star Wars Expanded Universe—
creating material that is still being drawn upon to bolster the many
expressions of Star Wars.
He has created worlds, including Torg: Roleplaying the
Possibility Worlds, Council of Wyrms, and the Eberron Campaign
Setting for Dungeons & Dragons.
He has created games, including the Alternity Science Fiction
Roleplaying Game, D20 Modern, D20 Star Wars, the Pokemon Jr.
Adventure Game, and the Castle Ravenloft board game.
He served as Director of R&D for Dungeons & Dragons for
fourteen years, shepherding the creative direction of the brand
from the end of 2nd Edition, through 3rd Edition and 4th Edition,
and the initial explorations for what would become the 5th Edition
of the world’s greatest fantasy game.
Today, Bill serves as a Senior Writer at Zenimax Online Studios,
helping to tell the amazing stories that populate the world of The
Elder Scrolls Online game. In his spare time, he still loves to
tinker with game mechanics, play games, write stories, and watch
with keen interest as the Star Wars universe continues to expand.