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Sunday, November 22, 2009. New Comics in 3 days
 
 
I Wanna Be a Super(hero): Game stores, comic shops and the Marvel Super Heroes RPG
By Kristy Valenti
Tuesday August 18, 2009 09:00:00 am
In my late teens, a game/hobby store, of the sort that sold board games, role-playing-game (RPG) books, and Warhammer figures, functioned for me exactly the same way that comic-book shops function for others: as a clubhouse, a place to meet weekly, have conversations and make friends. So, soon after Gamma Ray Games opened in June of this year (located in Seattle's Capitol Hill neighborhood), I dragged a girlfriend along with me to check it out.[1] In the very back of the store was a small RPG book section. The helpful proprietor sold me the Marvel Super Heroes Player's Book and Judge's Book for the neat sum of $10, and explained that, though they didn't buy used RPG books, they have a trading system.

The (good) experience caused me to meditate on the relationship between comic shops and game/hobby stores, how they're often intertwined, the similarities/differences between their customers and how they've both been impacted by the Internet. [2]

Tabletop, or pen-and-paper, RPGs (of the Dungeons & Dragons ilk) gained prominence just a few years after the Direct Market had developed — however, unlike comics, a former mass medium for which the Direct Market represented something of the circling of the wagons, RPGs broke out of game/hobby shops into the (relative) mainstream, where they gained concerned-citizen-type opponents, even having their own Fredric Wertham of sorts in the '80s when Patricia Pulling formed an organization against Dungeons & Dragons when her son, a role-player, committed suicide.[3]

Partially inspired by the collectible baseball card market, comic shops had a spectacular rise and fall in the '90s when people realized that not every crappy foil-covered comic would be worth thousands of dollars if it was never read and sealed in a mylar bag (basically, although there were other factors). Meanwhile, games and hobby stores were having a sort of heyday as well, as the popular Vampire role-playing game, published by White Wolf, brought in an influx of female players, always in short supply, and published a Live Action Role-playing (LARP) version, Mind's Eye Theater, that managed to be commercially successful.[4] Aesthetically, both comics and RPGs were dealing with more novelistic themes.

However, game stores that catered to role-players faced a problem: simply, how do you make money when you must rent enough space to give people room to game, while RPG books cost very little (witness: I'm going to be running a game with 20-odd-years-old, used books)? There are really only a few tactics: vending machines, selling little figures and painting supplies for games like Warhammer; cards for games like Magic: The Gathering; updated editions and expansions; and board games.

Though board games and, to a lesser extent, tabletop RPGs are having something of a nostalgia-fueled renaissance, both comic shops and game/hobby stores have been impacted by the Internet, beyond the issues of pirated materials and alternate, online retailers who don't have to maintain a brick-and mortar store, though those are both major factors. Just as comic shops have a hard time gaining children as customers, it's doubtful that many children today will have any interest in tabletop gaming, since they have so many alternatives, meaning that there will be no one to replace the aging players.

Additionally, just as superhero films have contributed to popularizing the genre well beyond its home medium, role-playing games are pervasive in the form of videogames and MMORGs such as World of Warcraft. Though mainstream comics and tabletop RPGs have shared some history, and there are RPG-themed indy comics such as Jolly R. Blackburn's long-running Knights of the Dinner Table, the influence of tabletop RPGs are just now making themselves felt in the recent crop of avant-garde cartoonists such as Dash Shaw and the Paper Rad collective.



Created by TSR, the company behind Dungeons & Dragons (which is now owned by Magic: The Gathering's company, Wizards of the Coast,[5] which in turn is owned by Hasbro[6]), the Marvel Super Heroes RPG books I bought serve as a bit of nerd catnip. Designed by Jeff Grubb and published in an expanded edition in 1986, the rules are much simpler than Advanced Dungeon & Dragons'.

The back cover of each book is a convenient, all-purpose power chart. The Player's Book cover features superheroes while The Judge's Book features supervillains, drawn by Jeff Butler: both covers show the characters running on a grid, which represents the maps some players utilize. Apparently, the idea was that players would play actual (pregenerated) Marvel characters, although it's possible to create original ones. Illustrated by the '86 Marvel bullpen, it's a fairly standard RPG book, laying out how to create characters and such: it floats only a few intriguing concepts, such as a turn = six seconds, which is likened to one panel; and that supervillains can gain "karma" (basically, experience points that can be recouped for more a favorable outcome in combat and the like) by bragging, while one way superheroes can lose karma is by missing an appointment they made for their secret identity.

Though both books serve as a snapshot of the Marvel Universe circa 1986 (She-Hulk is in the Fantastic 4), if you enjoy the who-is-stronger/smarter/better-liked-than-whom sort of thing, it stats many superheroes out (and somewhere along the line, you learn that Spider-Man can lift a private plane, but not a jet). The moments of unintentional hilarity are few, but choice, such as the "Other Stuff" chart listing roller skates as having the ability to "move as vehicle," and then defending both Dazzler and Iron Man wearing them.
Notes:
[1] This experience, too, was very similar to taking a civilian into a comic shop, with me exclaiming over the merchandise (in the case of Gamma Ray, mostly German-style board games) , getting the lay of the land (Gamma Ray has an upstairs loft with open-box games) and laughing at how the owner was declaring the store a female-friendly zone (by leaving the door to the tiny, sparkling clean bathroom open) while she said stuff like, "I don't really understand, but I'm glad you're so happy about it!"
[2] My sources for this info are http://en.wikipedia.org/wiki/Role-playing_game and the series of essays on the history of the Direct Market by Gary Groth, Dirk Deppey and Michael Dean in TCJ #277.
[3] http://www.usask.ca/relst/jrpc/art9-roleplaying-print.html
[4] http://www.rpg.net/columns/briefhistory/briefhistory11.phtml
[5] Wizards of the Coast had a multilevel game store in Seattle for a few years, but it was replaced by a sort of Internet-gaming café, which is now gone.
[6] Hasbro is the biggest board game producer in the world, as it owns Milton Bradley and Parker Brothers, as well as the Transformers and many other toy lines. http://en.wikipedia.org/wiki/Hasbro

Kristy Valenti currently works for The Comics Journal and Fantagraphics Books, Inc.

Uncharted Territory is © Kristy Valenti, 2008

 

Comments

SirJon (2 months ago)
 
In response to Kristy Valenti
Re: Game world creation in RPGs; cool. I tend to agree. If it weren't for the players, many plots I created would have gone in a much more structured, defined path. With them playing their characters to the hilt, they've warped any ideas I come up with well beyond the intent. It's great!
Re: video/online gaming; agreed again. The current, "4th edition" rules of D&D are generally just a way to try to marry the two types of games. It doesn't work, but you can't fault them for trying. I just wished they had just separated the system and left well enough alone. Honestly, there is a growing portion of the game playing world out there that is eating up the old stuff and I think a lot of it has to do with the simpler rule sets and ability to create with your fellow player, rather than have the rules dictate too much to you.
 
 
Kristy Valenti (2 months ago)
 
In response to SirJon
I'm curious about your thinking of storytelling structure in the media being influenced by RPGs. Do you feel it's a bad thing or just an interesting case study? I mean, watching a film like 'The 13th Warrior' and you'll just see one big D&D adventure, source material notwithstanding. Is it a bad thing or just a subtle, unnoticed and accepted foundation? I'll admit, I've used my own games as source material for stories, as have numerous fiction authors, just as I've used stories and movies as source material for the games I've run. It seems to me to be one big, circular, incestual way of gathering plots, whether it be RPGs, movies, television, comics or novels. Good or bad just depends on the outcome, I think. (Shall I mention Thora Birch in the first Dungeons and Dragons movie?) I suppose I'm more interested in it as a case study, and probably as "subtle, unnoticed and accepted foundation" which could be "good or bad depending on the outcome." And, the fact that you can just take bits of things and make them into a story (I'm a history nerd, as well, so I can really geek out on period detail) a huge part of the fun for me: in fact, what I think makes playing an (tabletop, anyway) RPG game really fun is that it's a story that you literally couldn't create by yourself: that's it's a collaboration. I think that's where it really differs from comics, in that in comics, one person can create an entire world, all by himself or herself: the look of it, the characters, everything.
I mean, you don't want to conflate RPGs with bad examples of the fantasy genre (although for a lot of people, they're synonymous): in fact, it's interesting to explore the relationship between genre and RPGs (not only historically -- after all, D&D had to make some changes for legal reasons, i.e., change "hobbits" to "halflings" and all that). In fact, RPGs can be a way to play with the conventions of genre under the hood, so to speak. It might be useful as a tool for that.
I know lots of people who have no interest in gaming, and I wouldn't try to make them: some people's imaginations just don't run that way. (Which is actually how I feel about comics -- I was in an evangelical stage for a while, but now I think there are of people out there that have no interest in comics and frankly probably won't and shouldn't unless the right comic comes along for them.)
I do think there was a renaissance in gaming that was pretty influential within the field of tabletop RPGs, but I definitely do think think online gaming redirected some interest or focus, because a. even my friends who play the most frequently participate in MMORPGs b. it definitely increased and expanded who (kids, women, younger folk, older folk) might play an RPG-structured game c. is drawing away a younger generation. I don't know any children who don't have a videogame console or don't play little games online (granted, I don't know many children), but I know 0 who have indicated any interest in tabletop gaming. And if Wizards of the Coast didn't believe that online RPGs had had some kind of impact on D&D, why did they put supplements online, create "capability for online play via a virtual 3-D tabletop," and changing the rules and structure to be more amenable to someone familiar with computer games?
 
 
SirJon (2 months ago)
 
In response to Kristy Valenti
I'm curious about your thinking of storytelling structure in the media being influenced by RPGs. Do you feel it's a bad thing or just an interesting case study? I mean, watching a film like 'The 13th Warrior' and you'll just see one big D&D adventure, source material notwithstanding. Is it a bad thing or just a subtle, unnoticed and accepted foundation? I'll admit, I've used my own games as source material for stories, as have numerous fiction authors, just as I've used stories and movies as source material for the games I've run. It seems to me to be one big, circular, incestual way of gathering plots, whether it be RPGs, movies, television, comics or novels. Good or bad just depends on the outcome, I think. (Shall I mention Thora Birch in the first Dungeons and Dragons movie?)
Regarding others disinterest in gaming, well, it's all personal choice, I guess. I've never understood the complete aversion some people have towards gaming, whether it be RPGs or even board games such as Risk! I just shrug those folk off as lost causes.
I also think, in the case of those Forgotten Realms novels you mentioned, that they were being used as game plots for future game resource material. That whole gaming world was generating product to be used for an ongoing timeline that force fed ideas and events into the overall scenario. For me, a bad idea that ran me out of gaming as a whole for a few years.
White Wolf did indeed have some great art. They also had a great product that reinvigorated RPGs as a whole, in my eye. Without their initial success, you'd never see some of the great strides taken by other, newer publishers, much less the "old guard" of D&D, Chaosium and the others. You could go on to say that online gaming redirected some interest or focus, but I don't personally believe that. Then again, my interest and knowledge of online systems makes me feel like a man out of time.
 
 
Kristy Valenti (2 months ago)
 
In response to SirJon
I'm fascinated by the way that RPGs (also through the medium of videogames) structures the way people think about storytelling, plotting and world-and-character building, how to . Not to mention the pop culture aspects (for example, Sonic the Hedgehog has been this incredibly successful title for Archie, and it's totally under comics' folks' radar). I'm interested in seeing avant-garde cartoonists using RPGs as both as a source of fantasy tropes that they can deconstruct and sometimes integrate rather sincerely. (Take this with a grain of salt, because I work for Fantagraphics, but I am over the moon about Johnny Ryan's Prison Pit.)
Funnily enough, a lot of comics folks I know, creators and critics, tried role-playing but, for whatever reason, it didn't work out -- probably because the isolation needed to be a cartoonist or a writer can sometimes be fueled by a bit of of "doesn't play well with others." At the same time, I read Tucker's piece about how videogames don't translate well into comics, and I thought many of his points applied to, say, novels based on RPGs, like those Forgotten Realms books.
Positioned as I am in the Pacific Northwest, basically the birthplace of RPG, makes me think about the material history of it too. (And those old roleplaying manuals, especially those '90s White Wolf ones, had some great art.) Not to mention the question of gender and gaming, the way that gamers are portrayed in the media ... I could go on and on. In fact, Kaz and I talk about gaming a lot in the second part of his conversation.
 
 
SirJon (2 months ago)
 
I'm always up for a discussion of the connection between comics and games, having owned retail stores and run a convention for nearly a decade. I always felt there was a grave mis-step done somewhere to have so much disparity between the two... hobbies.
 
 
Kristy Valenti (3 months ago)
 
Your points are well taken.
 
 
SirJon (3 months ago)
 
I don't really think that board games are having a nostalgia-fueled comeback, I think it's more economically driven. Board games tend to sell better when things are tight, even though they are slightly more expensive. The "bang for your buck" thought strikes dead center, here. As the US economy has worsened and shows little sign of stumbling to the next hurdle, sales of board games have, literally, skyrocketed. Which, to me, is a good thing. There are thousands of truly great games out there to cover the desires of any person, game player or not.
I'll freely admit little growth in the table-top RPG market, though. While great strides were made some years back with the advent of AD&D "3rd Edition," most of what was monumentally successful with that product was snatched away with the creation of a "4th edition." Any interest in earlier versions of the game system, or even similar games from an earlier production date may be due to the relative ease of locating the product cheaply through many different forms of electronic media, legal or otherwise.
The days of the brick-and-mortar stores are fast coming to a close. I'd wax nostalgic about that in fifteen years, I'll tell you!
 
 

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