Classic Horror Games of the 1980s: Alma Mater
Over at Grognardia, James Maliszewski has posted a retrospective review of one of my favorite RPG relics, Oracle Game’s Alma Mater, the role playing game of high school life in the 1970s.
And I do mean relic. I collect role playing games and, after nearly two decades of fruitless searching, I finally gave up and paid an outrageous sum for an unused copy on eBay a few years ago. It was the last significant RPG title from the era I didn’t own.
It was worth it. Alma Mater was notorious when it was released in 1982, and it retained much of that notoriety through the years. It was banned from Gencon by TSR, and well-known artist and editor Liz Danforth wrote a famously scathing editorial in Sorcerers Apprentice magazine attacking the game.
Today though, Alma Mater is chiefly remembered for its artwork, by old-school TSR artist Erol Otus (who did the classic cover for Deities & Demigods, and interior artwork for the AD&D Monster Manual, among many others). The content of the game itself, as you’d doubtless expect, is fairly tame by modern standards, but the artwork can still raise eyebrows. You can see much of it collected at the Cyclopeatron blog.
I’ve never played the game. Not a lot of people did, as a matter of fact — it quickly vanished, despite (or perhaps because of) all the publicity. Hence its relatively scarcity today, and the delight it still brings to bloodless eBay vulture sellers, may they suffer a thousand deaths.
I’m not sure why more game companies didn’t stumble on this idea — it seems completely natural to me now. Let’s be honest; not much scares me any more. My senior biology teacher, Ms. Bray? She still scares me.
I’ve always been most terrified by the stuff I’ve never even seen. I’ve screamed my way through ghost hunting expeditions having never once actually laid eyes on an apparition of any kind. Jaws is one of my favorite movies, mainly for the scenes when you know the shark is somewhere just outside your line of sight, and I have read books that have made me afraid to have any part of me not under the covers once I’m in bed, for days on end.
It isn’t often we see a new Sword & Sorcery anthology, especially one from a major publisher.
Last week, our esteemed editor John O’Neill posted
Graham McNeill’s novel Empire: The Legend of Sigmar (Black Library) is this year’s winner of the David Gemmell Legend Award for Best Fantasy Novel of 2009.
Role-playing games have always interested me because, at heart, they’re about stories. They’re ways to tell stories that you don’t know in advance, ways to bring people together to create something unpredictable but still structured in a narrative form. Now, that said, the question is: how do you go about doing that? If you’re writing a module, an adventure, that referees are going to pick up off a store shelf (or download from a web site), what do you give them to help create that story with their players?
Corleu is an oddity, a white-haired youth in a black-haired tribe of wanderers. His family has a talent for foresight, but all he has is a knack for stories. And then one year the tribe goes south for the winter and finds itself in a marsh where time seems to stand still, where the flowers are perfect but the skies are invisible behind the mists — and no one knows how long they’ve been there. No one but Corleu notices anything wrong.
Luke Forney. who
I’m not usually one for social networking. I had to be dragged on to Facebook by Bill Ward, who got tired of Black Gate not having a Facebook page and finally just