Because I have nothing better to do, I found myself musing about how I managed to get into Roleplaying Games in the beginning. It started with a board game, oddly enough.
This was in '93 or '94 (I don't quite remember which). It was just after Feast (the Baha'i equivalent of church, where the local Baha'is gather, read prayers and writings, deepen in the Faith, and then deal with whatever business the Local Spiritual Assembly had to address). At least, it was after the portion of Feast that the kids were expected to sit through 9prayers and readings), after which we were excused so the adults could talk shop without boredom-induced mischief.
We were meeting at the Stone's house this month (there were only two Baha'i families in Chino Valley, ours and the Stones, so we alternated Feasts). After the kids were excused, me and Danial Stone would head into Danial's room to play. Danial and Jeremy had quite an impressive collection of board games, the kinds with lots of interesting gadgets and little fiddly plastic bits. The game we pulled out to mess with on this particular occasion was called HeroQuest.
HeroQuest was a board game made by an alliance of Milton Bradly and Games Workshop, set in the Warhammer Fantasy universe. It had everything to ecite the imagination of a 12-year-old: Fold out bookcases and furniture, squares of tiles with exotic things printed on them (rock slides and pit traps and walls and such), card with treasures and magical items and spells printed on them, and, most importantly of all, the figures. There were cream colored skeletons and zombies, green orcs and goblins and one-eyed axe-wielding lizard things, hulking gray armored warriors, a skeletal wizard, and a hideous gargoyle. And then there were the maroon hero figures - the mighty barbarian, the crafty wizard, the stout dwarf, and the willowy elf. We set the furniture, tiles, and monsters out, chose figures, and ran through the board chasing monsters down.
We weren't playing by the rules very much...all we know was that we used the dice with skulls and shields on them to attack and defend, and we had the stas for the monsters. Daniel's set was missing a few bits, and other pieces were broken, but that didn't matter. We made up a story as we went along...the elven prince of the realm had been kidnapped (we rescued him from the rack) and the Chaos Sorcerer needed to be defeated, but he could only be hurt by The Spirit Blade, so once we found that we could fight him!
It was a glorious time, and by the time the parents came in to drag us home, I had asked to borrow the game from Daniel. He agreed, and so I borrwed the game for a month. I read the rules, and found I'd been doing some stuff wrong just setting things out. I invited my friend Philip and my sister to play with me, but this time I was in the role of Zargon, the Mad Wizard who controlled all the monsters and refereed the game (basically the Dungeon Master). The game was fun, but it was incomplete...several important bits were missing, such as the cardboard platform that had all the information on new weapons and armors that could be bought with the gold found from treasure cards.
So I saved my allowance in order to buy my own copy of the game. It took a while, because I've never been good at saving, but eventually I managed to get a copy of the game myself and assembled it.
I also made copies of the back of the quest booklet. The game game prepackaged with 14 quests, but had a space in the back that you could photocopy to make your own new quests. So I found myself making a lot of new quests in my spare time, cutting out little icons and pasting them on to a map.
I convinced my friend Philip to play with me, though my sister didn't return. He wound up controlling all the heroes. We went through a few of my custom maps after finishing the fourteen official quests. We didn't get very far into my homemade quest, sadly. The game just seemed to die for a bit.
Then Phillip picked up a boxed set for the Warhammer Fantasy war game. He thought it was an expansion of HeroQuest (a natural enough mistake) with slightly different rules, and invited me to play, this time with him controlling everything.
The quest was me, playing a frail wizard, taking orders from a king to retrieve items that got stolen from him. We didn't use a board - he just described scenes to me and asked me to react to them. I fought a monstrous Chaos Warrior on a rearinghorse (the one who as pictured on the top of the box, who was like a general or something), using spells of slightly disturbing magic (like one that burst people's hearts from shear pleasure, and another that created a 20 foot tall pillar of rotten flesh) to win the day and retrieve the king's items.
Eventually, Phillip revealed to me that he had no idea what he was doing and was making things up as he went along based on images in the codex and card descriptions. I didn't really care...I wanted to know if I would finally corner the Chaos General and end his reign of terror. But we never did continue that campaign.
But that was where the seeds of a hobby were set - playing through a half-understood wargame after playing a board game based on it. It was a glorious start.