TSR Did TSR Sue Regularly?

Shannon Appelcline (Designers & Dragons) talks about it here! With infographics! "Every company interacts with the rest of the industry in a different way. For Chaosium it's been more than 40 years of licensing, while Target Games created and defined roleplaying in its home country of Sweden. Dave Nalle's Ragnarok Enterprises instead influenced designers and publishers through interactions in...

Shannon Appelcline (Designers & Dragons) talks about it here! With infographics!

"Every company interacts with the rest of the industry in a different way. For Chaosium it's been more than 40 years of licensing, while Target Games created and defined roleplaying in its home country of Sweden. Dave Nalle's Ragnarok Enterprises instead influenced designers and publishers through interactions in A&Eand Abyss. As for TSR, the founder of our industry: as wags have put it: they sue regularly."


They also sued WotC once!
 

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I think this seriously understimates the tolerance of the gaming public at the time for relatively dense rules. Keep in mind this was the 80's, and that was about as common as not during that period.



There were definitely some problems, but again, I think you're underestimating things like how much attraction their could be to its colorful (if, as you say, overly risky) magic system and the way the skills were presented as quasi-professions.

Again, I think its easy to say in hindsight that it wasn't likely to go anywhere, but I don't think that was at all clear at the time.
Eh, I think people were willing to give it a try. The problem was, it had to be REALLY good if it was going to compete with D&D, T&T, and RQ, which between them pretty well scratched most player's itches as far as Fantasy went. Mechanically it was both dense (and I was a wargamer from way back, and even I found the language less appealing than D&D to read) and simply mediocre. Rolemaster already existed, being published as a full set around the same time. It did the whole professions thing rather better.

So, it was not at all a bad game, but it was never going to make much headway in the FRPG space. The ways which seem to have succeeded were either GURPS (could do anything, so it attracted a decent player base), or something like Skyrealms of Jorune which simply offered a very unique take on fantasy, playing against the tropes of D&D pretty much deliberately, but both of those were 5 years later. I guess it took a while for guys like Steve to figure out that formula.
 

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Thomas Shey

Legend
Eh, I think people were willing to give it a try. The problem was, it had to be REALLY good if it was going to compete with D&D, T&T, and RQ, which between them pretty well scratched most player's itches as far as Fantasy went. Mechanically it was both dense (and I was a wargamer from way back, and even I found the language less appealing than D&D to read) and simply mediocre. Rolemaster already existed, being published as a full set around the same time. It did the whole professions thing rather better.

So, it was not at all a bad game, but it was never going to make much headway in the FRPG space. The ways which seem to have succeeded were either GURPS (could do anything, so it attracted a decent player base), or something like Skyrealms of Jorune which simply offered a very unique take on fantasy, playing against the tropes of D&D pretty much deliberately, but both of those were 5 years later. I guess it took a while for guys like Steve to figure out that formula.

Runequest's strengths also included a weakness; the default setting for the game was just foreign enough that a lot of people attracted to D&D were going to find its Iron Age barbarian-hero vibe harder to engage with than D&D and DQ's pseudo-medieval one. T&T had some virtues, but if you wanted any mechanical engagement there you weren't going to find it, and a lot of people perceived it as silly. Rolemaster had the whole charts-everywhere thing working against it.

DQ had its problems (as I said, the SPI-wargame style rules arrangement wasn't going to go well with people not already used to it, and the magic-blows-up-in-your-face thing was absolutely a problem) but on the surface of it it didn't have the kinds of issues the above games all did. In terms of assessing the willingness of people to engage with it, that all matters.

(A more relevant counter, I suspect, would be to ask why it was perceived by some as a serious competitor while The Fantasy Trip wasn't, but I suspect that had to do with the difference in prominence between SPI and Metagaming).
 


Runequest's strengths also included a weakness; the default setting for the game was just foreign enough that a lot of people attracted to D&D were going to find its Iron Age barbarian-hero vibe harder to engage with than D&D and DQ's pseudo-medieval one. T&T had some virtues, but if you wanted any mechanical engagement there you weren't going to find it, and a lot of people perceived it as silly. Rolemaster had the whole charts-everywhere thing working against it.

DQ had its problems (as I said, the SPI-wargame style rules arrangement wasn't going to go well with people not already used to it, and the magic-blows-up-in-your-face thing was absolutely a problem) but on the surface of it it didn't have the kinds of issues the above games all did. In terms of assessing the willingness of people to engage with it, that all matters.

(A more relevant counter, I suspect, would be to ask why it was perceived by some as a serious competitor while The Fantasy Trip wasn't, but I suspect that had to do with the difference in prominence between SPI and Metagaming).
Well, TFT just wasn't really presented as a full-on RPG. Certainly not at first, as it was simply a couple of very basic microgames. SJ kind of got bored/frustrated with it, and Metagaming in general, anyway. He WAS experimenting with RPGs that went beyond TFT around 1980 (there was a thing called 'T.H.E' that they had us playtesting at one point, though I don't recall exactly which people were mostly responsible for it. I never talked to Steve myself). Later, in the mid-80s, my father ran a TFT campaign, there was a bit more material around, but by then MG was gone and GURPS was Steve's baby, so TFT just died.

I am amused though by your analysis of Glorantha! That setting has historically been extremely well-liked, though I can understand saying that a lot of people may not 'get' what it is really about (deep mythic RP, a rather ignored category really). In fact I would venture to say that the main reason RQ still exists as a living game and DQ is dust is at least partly down to the setting. Honestly DQ's setting never got fleshed out much. I think it might have had promise, the implied nature of magic and whatnot could have been pretty interesting. But then we get back to the topic of the thread, TSR killed SPI and pretty much buried DQ. Can't really blame them, they already had D&D, AD&D, and Tekumel out there. I'm surprised they even reprinted it once.
 

Kimberly Burgess

Loki's Little Valkyrie
True. She also pursued Gary and his Dangerous Journeys deal with GDW and sued, ultimately causing the latter's ruin. This is why WotC owns all DJ properties as noted up thread.
By that point I was really into GDW games, and so ANGRY at TSR. Yes, I paid for Dangerous Journeys and had to rewrite the rules to make it work, but I REALLY LOVED Twilight 2000, 2300AD, Traveller (the in its 3rd edition as The New Era), Space 1889, and really wanted to work there once my enlistment would have ended. I loved AD&D2E and some of its settings, but I had drifted to Sci-Fi over Fantasy and could get my shipmates into it. And then TSR goes and kills GDW and my love for them. :(
 

By that point I was really into GDW games, and so ANGRY at TSR. Yes, I paid for Dangerous Journeys and had to rewrite the rules to make it work, but I REALLY LOVED Twilight 2000, 2300AD, Traveller (the in its 3rd edition as The New Era), Space 1889, and really wanted to work there once my enlistment would have ended. I loved AD&D2E and some of its settings, but I had drifted to Sci-Fi over Fantasy and could get my shipmates into it. And then TSR goes and kills GDW and my love for them. :(
In my estimation if GDW had not been sued into oblivion they would still be here today and a major player in RPGs and cross-over IP deals. Just reading up on them, Chadwick, their best-sellers streak (IIRC a few on the NYT bestsellers list), their many awards, their great designs, this tells why I feel that way.
 

Paragon Lost

Terminally Lost
Well, TFT just wasn't really presented as a full-on RPG. Certainly not at first, as it was simply a couple of very basic microgames. SJ kind of got bored/frustrated with it, and Metagaming in general, anyway. He WAS experimenting with RPGs that went beyond TFT around 1980 (there was a thing called 'T.H.E' that they had us playtesting at one point, though I don't recall exactly which people were mostly responsible for it. I never talked to Steve myself). Later, in the mid-80s, my father ran a TFT campaign, there was a bit more material around, but by then MG was gone and GURPS was Steve's baby, so TFT just died.

I am amused though by your analysis of Glorantha! That setting has historically been extremely well-liked, though I can understand saying that a lot of people may not 'get' what it is really about (deep mythic RP, a rather ignored category really). In fact I would venture to say that the main reason RQ still exists as a living game and DQ is dust is at least partly down to the setting. Honestly DQ's setting never got fleshed out much. I think it might have had promise, the implied nature of magic and whatnot could have been pretty interesting. But then we get back to the topic of the thread, TSR killed SPI and pretty much buried DQ. Can't really blame them, they already had D&D, AD&D, and Tekumel out there. I'm surprised they even reprinted it once.
It wasn't boredom so much as he lost the rights to TFT. Agreed though that Melee and Wizard were not a true rpg, but instead were a tactical war game.

As to RQ, that indeed was the turn off for many of us back in 78-83. While it's a fascinating world setting, it's also too narrow in it's focus. Most of us who played it adapted it to our own world settings. Or as in my case when Chaosium released Thieves World I quickly went to that as my setting and expanded from there.

Though I ended up swapping to Palladium Fantasy Rpg from 84' until 1986 when GURPS was released. Palladium for my players had more of a AD&D feel but a more fun and active combat system for them and me. DnD always felt unrealistic, restrictive in an annoying sort of way and abstract.

The more active combat play of Palladium made it much easier for me to convince them to try GURPS at the time. 😁 Glorantha was more interesting to read than play in my opinion.

Edit: Damn tablet finger typing errors.
 

Thomas Shey

Legend
I am amused though by your analysis of Glorantha! That setting has historically been extremely well-liked, though I can understand saying that a lot of people may not 'get' what it is really about (deep mythic RP, a rather ignored category really). In fact I would venture to say that the main reason RQ still exists as a living game and DQ is dust is at least partly down to the setting.

That's why I said it was a strength and a weakness. The people it attracted it really attracted, but there've always been a fair number of people who it either left cold or actively put off. Its not even a case that they don't "get" it; its that its not what they're looking for. The quality of the setting didn't change that, any more than it did with the more extreme case of Tekumel.
 

one thing that occurs to me after reading all this... their shenanigans with SPI and GDW were yet more instances of TSR wasting money they couldn't afford. Trying to sell SPI games wasted more. Combined with some other bad money moves, this was something they really should have just left alone.

looking at my (sadly small) collection of wargames, I still have several by GDW (Beda Fomm, Battlefield: Europe, and the four World War Three games) and a couple from SPI (The China War, World War Three). Had more once upon a time, managed to lose a lot of them over the years....
 

darjr

I crit!
Steve Jackson has the rights to TFT back and even has a zine, adventures, and even third party content/Kickstarters which I never thought I’d see.
 

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