I mentioned a couple of “Roll Your Own Life” entries ago that I used to publish comics. I had my own company, set up by The Prince’s Youth Business Trust, and the couple of titles I did (Missing and D’Israeli’s “Consequences”) were shipped internationally. But all was not great with the comics.
Mostly, because my main comic (Missing) was a bit rough in the artwork, though I still liked the story, but when your main distributor says you’re just not worth carrying, it’s time to close the business. So I did. I officially shut the business down and gave up. But before I finally flick that switch, let’s rewind a little to before I moved to the south coast and ended up in the cinema.
The local video rental store was only a five minute walk away (well, ten coming back, it was a bloody steep hill) and we rented a lot of movies. This was before the wonders of the streaming interwebs and stuff. As we’d frequented the place a lot, we got chatty with Jason, the guy who used to work in the video store. We’d chat when we went in, and we discovered we had very similar interests, and became good friends. We even went to his wedding last year. [We seem to have this knack of becoming friends with people we meet in shops – the manager of our friendly local comic store became such good friends he was actually best man at our wedding!]
|Cover for the 1st Edition|
I was still publishing comics, so I did some internet research and discovered that Conspiracy X was now published by Eden Studios (rather than New Millennium Entertainment as the edition I borrowed had been) and I thought I’d drop them a line about doing a comic based on the game. Nothing big budget, just a little black and white indie like I normally published, but following the adventures of a Cell as they encountered the weird, the alien and the corrupted.
The Eden guys were as positive and supportive as you could expect, but before I knew it I was relocating to the other side of the country, closing the comics business down and I didn’t really give it much more thought.
While there, I picked up All Flesh Must Be Eaten and WitchCraft, not really twigging that it was all Eden Studios again until I looked at the adverts in the back of the book. Then, we relocated back this side of the country, Debs taking a new and different job in graphic design, and I looked around desperate for work. I was sat at home while Debs was working, with no comics business and nothing to do except look for a job, when I thought about Eden Studios and my old dream of writing roleplaying games.
I didn’t have a gaming group, but I was still buying games. I read rulebooks like there was no tomorrow, but Unisystem just seemed to be what I wanted from a game system. I thought I’d drop the guys at Eden a line to see if they were looking for writers, reminding them who I was, how I’d talked to them before about comics and stuff.
|All Flesh Must Be Eaten (2nd Edition)|
I don’t think they were really expecting a supplement – I think they were just expecting a few thousand words, but I just didn’t know how to take a hint. I wrote a supplement for All Flesh Must Be Eaten that allowed you to play the game as survival horror, but without the zombies – to take the game out of the zombie genre, and into the realm of the slasher movie, under the working title of "Summercamp Stalkers and Unstoppable Evil".
Rightly so, it wouldn’t see print. A lot of it represented rules from WitchCraft for ghosts and spirits, and writing a rules supplement for a game about zombies that didn’t have zombies in it was about as stupid as writing a supplement for Star Wars that was about being clerical workers on the Death Star doing mundane work and never getting involved in any fighting. But, I liked slasher films, and thought it would be interesting to have some of the zombie traits applied to a single enemy, and create a few more.
It meant that you could basically run Friday 13th, Halloween, Texas Chainsaw Massacre, or even Scream, as adventures. I’d even worked out how to do Phantasm (one of my faves), but the problem was that the players needed to be “in on the fun” and willing to split up, and do stupid things. And above all, they should not get too annoyed when their character is killed off half way through the adventure. This is why I added the spirit rules from WitchCraft so even dead characters could try to assist in a “use the Force” way when there were very few player characters left alive. Probably would work as convention games, when the max length of the game would be about an hour, but a whole evening spent sitting around after your character went and investigated the noise in the basement? Not fun for that player.
|Terra Primate Core Rulebook|
There was a scenario in the book too, set in an old cinema based on the creepy and abandoned bits of the Odeon where I used to work, as a cursed film inspired a supernatural killer to attack the few people invited to an exclusive screening.
You never know, something may come of it one day. Maybe I’ll strip it down to a 32 page PDF as a freebie or something. But, it proved to Eden that I could write, and before you know it I was asked to work on their new single book RPG – Terra Primate.
|Conspiracy X 2nd Edition|
|DW:AITAS 2nd Ed|
I’ve helped out on more Eden titles than I can remember, before finally returning to that game that really got me back into game writing – Conspiracy X. And, since then, I’ve gone on to write for other people and design and develop the game system (and write a lot of the core book) for the Doctor Who: Adventures in Time and Space RPG for Cubicle 7.
Which kinda brings me up to date. As I'm writing for these companies, I'm not going to go into any great detail - you don't want to know all the secrets of the universe do you? However, it won't be my final "Roll Your Own Life" retrospective, I've plenty of gaps to fill in and I'll look at specific classic games from my youth as well as my first convention experiences and more.
Anyway, I shouldn't be writing this! I've a game to write!
Until next time, stay multi-classy!