Talisman
The
Magical Quest Game
Bob Harris, the
creator of Talisman, gives some background on the history of the
game.
Since it was first
published in 1983 Talisman has gained a world-wide following.
Editions have been published under license as far afield as Israel,
and Australia. I thought that I would give my own story of how
it came to be.
Genesis
Our
tale begins in the early 1980s in Deans Court, a small residence
of postgraduate students at St. Andrews University. It was my
future wife Debby who suggested that a group of us put our money
together and buy something called 'Dungeons And Dragons' from
the local toy store. She had played the game back home in Florida
and assured us that it was great fun. "So you pretend you're wandering
around in a tunnel and you draw a map of it?" I remember saying
skeptically. But still, I parted with my share of the cost.
Our first session was
run by Tony Cant, a physicist who had played the part of Games
Master back in his native Australia (among his other accomplishments
were the fact that he spoke six languages and had the largest
collection of punk rock LPs I had ever seen).
We played for an entire
weekend, hardly pausing for sleep or food. It was an intoxicating
experience as character after character was horribly killed to
be replaced by another freshly created adventurer. After that
we played regularly, but while others worked up new scenarios,
I had it in mind to come up with a way we could have all the excitement
of a roleplaying adventure without all the hard work of creating
characters and drawing maps. At the back of my mind was a game
I had designed while still a pupil at Morgan Academy in Dundee.
It was called 'Rectocracy' and involved each player taking on
the character of one of the teachers. You moved around the board,
gradually working your way towards the centre, where you would
try to make yourself Rector (headmaster/principal) of the school.
I had a notion that I could use a similar layout to make a fantasy
adventure game.
It Lives! It Lives!
As
the characters in the game were meant to be as interesting as
those in a roleplaying game, I gave each of them two or three
special abilities and assigned them a moral rating of Good, Evil
or Neutral. In addition to this they each had a Strength rating
to represent their physical prowess, and a Craft rating to represent
their mental and spiritual faculties. Spaces on the board represented
a landscape where various encounters would take place by means
of drawing cards. As the character moved around the board he would
acquire gold, objects, followers and magic spells. He would also
be able to increase his Strength and Craft.
As he grew more powerful
the character would be able to make his way towards the centre
of the board through increasingly dangerous regions until he finally
reached the centre with the aid of a mystic talisman. At this
point I was calling the game 'Necromancer' and at the centre of
the board was the Necromancer's Isle, where a player would gain
the means of killing off all of his rivals.
The first version was
drawn up entirely in pencil so that I could make changes. In spite
of this rather lame appearance, the first game went tremendously
well and all my fellow game enthusiasts were eager to play again.
Two
particularly fun things became clear. Whenever someone was making
a die roll that might turn them into a toad, all the other players
would spontaneously start chanting, "Toad! Toad! Toad!" The other
interesting factor was that the person who was first to reach
the centre of the board rarely won the game. Usually someone would
catch up with him and clobber him before he could kill off all
of the opposition.
The game was so popular
among my group of friends that it was no problem play-testing
it extensively. I had designed it originally just for our own
enjoyment, but if it was this good, might someone be interested
in publishing it?
Someone is interested
in publishing it
I leafed through various
games magazines, looking for a potential publisher. I found an
advert by a company called Games Workshop, who at that time were
selling four or five hobby games. A couple of years before they
had been operating out of the back of a van, selling backgammon
sets. I contacted them to confirm they would be interested in
seeing a new game. I had by this time fashioned a beautiful full
colour set using only my own limited artistic abilities, but the
point was simply to give an idea of how good this game could look.
I posted this prototype off to Games Workshop and had a reply
only a couple of weks later. Next thing I knew I was down in London
chatting with Ian Livingston and Steve Jackson and preparing to
sign a contract that would give me a royalty for each copy sold.
They wanted to make some minor changes, including changing the
name to 'Talisman'.
I mentioned casually
that I had designed the game in such a way that expansion sets
could be added to it if there should be a demand for such things.
Everybody laughed good-naturedly.
Lift -off!
Games
Day 1983. Production of the finished Talisman game had been
running behind schedule so that all I had seen of it up until
now were some black and white xeroxes of the artwork. I had been
assured, however, that there would be lots of copies ready for
the launch on Games Day.
On the day I was somewhat
the worse for wear after spending the evening before in a popular
Islington pub with some friends. This did little to dim my excitement,
however, when Ian Livingston handed me the first brand new boxed
set of Talisman. Most of the cards in this first edition were
in black and white, but it was still a thing of beauty.
I
had a pretty busy time of it running demonstration games for hordes
of eager fantatics, but I still found time to chat with Ken St.
Andre, creator of the 'Tunnels and Trolls' RPG which was the basis
of the system I used for running role-playing adventures.
On this same day Games
Workshop launched another game, one based on insurance whose major
(perhaps only) selling point was that it was designed by millionaire
composer Andrew Lloyd Webber. I can't remember what it was called,
and I don't suppose you can either.
World Conquest
In
spite of the fact that it received a surprisingly mediocre review
in GW's magazine 'White Dwarf' (in those days the reviewers were
independent), the gaming community embraced Talisman with wild
enthusiasm. Soon plans were afoot to produce a glossier, full
colour second edition. And somebody called me to say, "Hey, how
about an expansion set?"
I
delivered an expansion set full of new characters and cards. Citadel
miniatures produced a set of Talisman figures and there was even
a short lived computer version. Workshop produced another in-house
expansion set called 'The Talisman Adventure', which was unfortunately
filled with errors that could easily have been avoided if they
had allowed me the opportunity to edit it. But that's business.
I
delivered another expansion set, 'The Talisman Dungeon', which
added a secondary board to the game. Soon two more boards were
to be added. A Canadian fan had designed a set that was released
as 'The Talisman Timescape'. Finally Workshop produced 'The Talisman
City.' By now the game had been licensed to companies in France
and Germany. The German edition advertised it as a "struggle against
death and the devil."
Blimey,
it's only a game!
Then it spread to Scandanavia,
eastern Europe and Australia. Games Workshop had opened a US branch
and the game became a massive seller there. By now Talisman was
getting rave reviews and one magazine even listed it as one of
the top ten games
of all time. It was a regular winner of the 'Best Fantasy Board
Game' award at the annual Games Day.
I attended one more
Games Day where I ran a Talisman tournament and was delighted
to hear players chanting, "Toad! Toad! Toad!" as some hapless
soul rolled the die.
The end of an era
A
lot of games now had huge plastic pieces as their selling point
rather than lots of beautifully illustrated cards. We had discussions
about expanding Talisman into a series of separate games each
with lots of plastic bits, but nothing came of this. In the end
a large, glossy third edition was published. By the time this
version had run its course, the chaps at Games Workshop were a
completely different bunch from those I had dealt with at the
beginning. We exchanged letters and phone calls regarding the
future of the Talisman. In the end they offered me a generous
sum of money to buy out my interest in the game. In the life of
every creative individual there comes a time to take the money
and run, so I did.
I was very
pleased to hear that a new edition of Talisman hit the shops in
autumn 2007, a testament to its continuing status as one of the
classic board games of all time.
Visit
Talisman Island: A good source of more information about Talisman,
and the various Talisman expansion products (both commercial and
amateur). Lots of links to other Talisman enthusiast sites.
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