After a late night of drinking and talking, the last I
want to do is wake up
early. And yet, there's a rather annoying tradition Sunday morning
wherein
Sweet and maybe one or two other people have breakfast delivered to the
room.
Usually they have an 08:00 game and have to wake up and take a shower
or
whatever. Meanwhile I'm asleep, not stupid enough to get into a morning
game
if I'm going to sleep late. Too bad I'm a light sleeper because people
make
a *lot* of noise when they think they're being quiet.
This time though I don't Dave had a game because the meal came in at
09:15 or
so. Anyway, I finally went back to sleep after Sweet left. I woke up
and Chris
was still asleep and Dave came back from whereever he went. Not too
sure what
we did then. Actually, Dave and I went down to the dealer rooms and I
bought
the last four Red Alert! starter packs that Eric had. That's a rare
item since
they didn't make a lot before LUG lost the license. Later I went to the
13:00
MERP seminar. This one was done by three guys, long time MERP gamers,
at least
one of whom had worked for ICE.
The first half was the actual seminar. The first guy talked about using
a
little bit of realism to bring a campaign to life. Mostly common sense
things,
be well read, think about ecology, add a bit of economics. The second
guy
talked about making magic magical. Don't dwell too much on the
mechanics of
magic, know when to introduce a little bit rather than a lot, have
players
play humans because that's how Tolkein depicts the world -- through
human
eyes. He also talked about evil and corruption and how it affects
characters.
As characters become corrupted you can present the world through their
eyes:
did the peasant stabling your horse take something out of your
saddlebags
(or did you just drop it)? The last guy, I forgot what he talked about.
Then they talked about MERP and its future. ICE did a great thing with
MERP,
it steadily produced MERP modules for 15 years, keeping the world alive
and
the players happy. Look at Tekumel, another wonderfully detailed world
that
has suffered through three bad publishers with very little gaming
material
printed. In contrast ICE put out detailed modules and supplements, each
with
a wealth of material that was really outstanding compared to anything
else
out there.
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But that became one of the problems with the system. The
first generation of
MERP products (the one with the different color covers) included
modules that,
although detailed, were still fairly small and self contained 32-page
books
with a more or less ready-to-run adventure. Then there were the 128+
page
supplements which had lots of background material but no immediately
useful
adventures.
The second generation of MERP products (with the grey-black covers)
were only
supplements, and big ones two. A couple were 256 page monsters and most
were
more than 128 pages. Partly this was because that's the material that
was
being submitted to ICE, but also because the owners and other people in
ICE
(seasoned gamers all) wanted those kind of supplements. Unfortunately,
that
made it very hard for newcomers to get into the system. There was a
steep
curve of commitment from game masters before they could run a MERP
campaign.
It was an inverted pyramid. Most of the new products catered to the top
of the
pyramid -- the veteran players. Few products were produced for the
bottom of
the pyramid -- the new players. In consequence, the MERP demographics
aged
year after year without a good infusion of new players. But another
problem
with older gamers is that they don't game as much, which also results
in less
sales.
Another factor was the actual license, which rose dramatically after
the movie
deal to something on the order of $250k a year to license Middle Earth.
During
the last round of lean times ICE kept the MERP license 3 years too
long. They
weren't selling enough MERP products, they were hoping that the movie
(which
was taking years to even start filming) would be finished which would
invigorate sales, the owners loved MERP and didn't want to let it go.
So they
kept the license, racked up a big debt, and then couldn't pay Tolkein
Enterprises, which shut them down by calling in all their debts.
(continued)
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