Torg and Marvel Super Heroes: The shared vocabulary of stories
John O’Neill’s editorial in Black Gate 14 touched on gaming, on wargaming and role-playing, and on the way these things shaped the way friends interact. It hit home for me, because I recognised in my life much the same sort of phenomenon John described in his own.
I didn’t play Nova, the game he and many of his friends played as a sort of long-form creative wargaming campaign. I did play, and in one case referee, long-running role-playing campaigns that gave everybody who took part a special vocabulary, a shared set of touchstones and references that (I think) acquired a particular power from being our own: our own stories, independent from the culture at large, shaped by us and our choices.
I was about seventeen when I met a group of role-playing gamers who’d created their own world for the Marvel Super-Heroes role-playing system. I think the game had been going on for something like eight years at the point I met them, and it’s still going today. (Jeff Grubb has a thoughtful reminiscence on the secret origins of MSH here.)
The world, as such, was not and is not stable; it has been re-invented several times over, as campaigns and storylines begin and end (and, this being a super-hero game, occasionally lead to a reboot of the timeline in the course of play), sometimes incorporating actual comic-book characters and sometimes not, but always using many of the same heroes and villains created by our group of gamers.
The characters were, are, the essence of the game; not their histories, but their concepts, and if you played in that world you could add something to it that would become a part of the ongoing tale.