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By Mike, creator of GHOULASH
GHOULASH,
the game that is the raison d'etre for this very Web site,
is the culmination of almost 25 years of development.
(Dramatic pause.)
OK, so I've
made it sound much more serious (and pretentious -- raison d'etre?)
than it really was. It's not as if I was chained to my drawing table
for two decades, feverishly drawing grid after grid, waiting for
the Internet to be developed so I could foist my creation upon the
public. But I've allowed myself the delusion that it was, at least,
partly like that.
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The
original envelope, front and rear, from the 1982 version. |
Here's how
it happened: I first developed GHOULASH back in 1982, made
a valiant, though woefully under-funded, attempt to market it, then
left it on a shelf to languish for 15 years while I went about my
life and career, all the while concocting various ways to resurrect
it. In 1997 I dusted it off, with the intention of publishing it
in book form, then got sidetracked for three more years. In the
meantime, I became a professional Web developer, which convinced
me that the best way to publish my game would be on the Wonderful
World Wide Web (the WWWW, as it were).
Now, GHOULASH
is back, a blend of the low-tech (it's played entirely on paper)
and the high-tech (I assume you're reading this on a computer).
For those who are interested, here's a look back at the infancy
of The Last Game on Earth.
Normally in
a written history of something, you begin with that lightning bolt
moment of inspiration that first brought the concept to the creator's
mind.
Unfortunately
it was almost 25 years ago; I can't remember that far back. In
fact, I'll be lucky if I can find the keys I put down a half-hour
ago.
All I know is that at some point in 1982 I came up with the idea
of producing a partly satirical game that would boil the elements
of video
games (such as they were in 1982), adventure games and role-playing
games down to a form that could be played entirely on paper, with
no pieces, dice, spinners or other extra elements.
Inspired by
the 1979 film "Dawn of the Dead," I decided that ghouls
would be the main antagonists in my game, and indeed, the early
concept of the Ghouls was much like the Romero-esque, undead zombie
creatures.
(At this point,
in the interest of full disclosure, I must clarify the term "inspired
by." You see, I've never actually seen "Dawn of the Dead,"
nor its predecessor, "Night of the Living Dead," nor its
sequel, "Day of the Dead." I don't like scary movies.
But my two roommates at the time did see "Dawn" and described
it to me in great detail. That was my inspiration.)
At some early
stage of creation, I wrote in my notes the word "ghoulish,"
and when I looked at it again I somehow saw the word "ghoulash,"
and that's how the name came about.
GHOULASH became an obsessive project, into which I
dragged my friends and family as playtesters. Considering that
many of the early games
could drag on to three hours or more, these playtesting sessions
attested to their true friendship.
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The
original city chart, which filled an 8 1/2-by-11 sheet of paper. |
My goal was
to create a role-playing type scenario in which each player would
be the Game Master for the other. In that aspect it was much like
the old notebook paper version of Battleship. Not the plastic peg,
store-bought version; I'm talking about the old, old version we
used to play in school using grids that we drew on sheets of paper.
Rather than one player being the GM and preparing the events and
traps for the other, each player would be a GM and each player would
get to play.
The first
GHOULASH game grids were modeled on the maps that role-players
used to chart their progress through an adventure. There were streets
and buildings and rubble and debris and even tunnels, parks and
hills, all on an 8 1/2-by-11 sheet of paper.
Those early
versions featured such elements as roaming packs of dogs, scavengers
and even cars that you could drive around the city (all on paper,
of course). And Ghouls. There always were Ghouls.
From those
early anything-goes prototypes, the game became simpler and more
compact with each new version. The dogs were eliminated. Cars were
deemed too complicated. Another early concept that was nixed was
the time chart. A grid below the city chart was marked in 10-minute
segments. After each move, another time box was marked off. After
a certain "time" in the game (most likely midnight; I
can't remember now), the Ghouls would come out in force! But it
was too much work. (Some of these concepts will be reborn in future
GHOULASH scenarios.)
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Page
1 of the 1982 rules. Back then the rules were four pages long.
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Eventually
the "game board" became a rather simple, though sizable,
grid of streets and buildings. Unlike the current incarnation of
GHOULASH, there was but one scenario: Players would leave
the Shelter in the center of the city and search for food. Food,
in that first version, was indicated by the numbers 1 through 10,
hidden throughout the city. The numbers represented pounds of food,
1 pound, 2 pounds, etc. The object of the game was to be the first
player to find 30 pounds of food and return to the Shelter.
Along with
first-aid kits, available supplies included flares and ammo clips
(players had "real" rifles and pistols in that first version,
not just Ghoo Ghuns). On the Tally Chart, players kept track of
how many supplies they could carry in their "pockets."
Boxes on the chart represented theplayer's pockets, which they could
"fill" with whatever supplies were on hand. The strategy
was to figure out what supplies were most important at any particular
time.
There was a
lot of erasing in this first version. Players could restock their
pockets by erasing the previous contents and writing in the new.
Also, the Tally Chart featured only one Ghoul Battle Box. After
a Ghoul Battle, the attacking player simply erased the weak spot
mark until the next fight.
(Some elements
of the original 1982 version remain in the 2000 version. For instance,
the drawing of the Ghoul in the Ghoul Battle Boxes is the same one
used in the original, with a few modifications. The main GHOULASH
logo remains pretty much the same; only now it's in color.)
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The
original Tally Chart. The 12 boxes in the lower left represented
the player's "pockets." |
Over the years
I've experimented with different variations in the placement of
Ghouls. Originally, players indicated Ghoul Attack Spots with exclamation
points. Later, when I revised the game, I tried a variation in which
Ghouls were not hidden with other obstacles; Ghoul Attacks were
spontaneous, at the attacker's whim. This was fun, but ultimately
I returned to the hiding of Ghouls.
There wasn't
much to the packaging and marketing of that first version. I simply
had envelopes printed -- black and white only -- into which I packed
enough charts for 10 games. Each packet sold for $6. I launched
it locally with the help of a friend who owned a downtown game store.
The local newspaper ran a story on my new game. (More full disclosure:
I was, and still am, an employee of the newspaper.)
My friend organized an autograph session at his
game store, where I inscribed the game envelopes with "Thanks.
And Enjoy." One of
the friends who helped me playtest GHOULASH was there,
and laughed every time I signed another game. To this day he
kids me about that
being the dorkiest thing he's ever seen anyone add to an autograph.
I mailed review
copies out to various publications. One magazine, the now-defunct
Adventure Gaming, gave GHOULASH a very
favorable review. (Even more full disclosure: While I feel the
review was sincere and would have run anyway, the publisher did
convince me to buy an ad on the facing page.)
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This
photo accompanied the story about GHOULASH in the local paper. |
The game sold
in the handfuls. I think perhaps about 12. A game store in
Australia asked for a sample copy; for all I know, it's still being
photocopied down there.
This early
foray into game publishing only convinced me that, while GHOULASH
was a fun game, it defied a practical marketing solution. To wit:
Once someone bought the packet of charts, there was nothing to keep
them from running down to the local copy store (such as they were
in 1982) and running off a few dozen copies for a mere fraction
of the cost of the game.
So, I shelved
the game until I could think of a more practical way to market it.
My family,
career and dozens of other creative projects kept GHOULASH
to a far back burner, but occasionally I would pull it out and play
it and mull some alternate forms.
Around 1997,
I noticed in my original notes a marginal thought: If and when GHOULASH
got off the ground, expand the franchise by developing other city
grids with, perhaps, supplements to the original rules.
That note led
to the next evolutionary step for GHOULASH: According
to the plan, instead of one scenario, there would be many, packaged
in book form, like
those
crossword puzzle or word search books you buy at the supermarket.
Every so often, I would come out with new play books.
That new concept
inspired me to again work on the game in earnest. By this time
my son Joe was 13, and he was enlisted to help me playtest. The
project
went along fine until another professional project took precedence.
The book form wouldn't be happening. I shelved GHOULASH again.
In 2000
I returned to the game. By this time the game had undergone
a massive overhaul. I worked hard to make the action faster and
the game itself more strategic. Again, elements were set aside
in the interest of simplicity.
The size of
the grids was reduced. Instead of requiring three charts to play,
a player needed only two. The rules were edited down to three pages.
Also by this
time, as I mentioned at the outset, I was a professional Web designer.
One day, as I was considering how much it would actually cost to
produce the kind of play book I was hoping for, it occurred to me:
Why not just give it away on the Web and see what happens?
The new, streamlined
version was posted in 2000. But I still wasn't satisfied. My goal
was to create a fast, fun game that could be picked up by a new
player in only minutes. The "new" version, with two charts
and three pages of rules, just wasn't it.
So, I literally
went back to the drawing board and worked on an even faster grid
style and realized, in one of those "eureka" moments,
that I could get both grids, Movement and Obstacle, on one chart,
as well as the Briefing, Ghoul Battle Boxes and Wound Meters. The
movement style was changed; instead of players only able to move
a certain number of squares per turn, they could now move freely,
stopping only when they encountered an item, obstacle or Ghoul.
Best of all,
the rules were rewritten from scratch.
They now fit on one page!
For the next few years, all of the scenarios were available
for free on the Web site. For a while I maintained a registration
system in order to access the downloads. By the time I discontinued
the registration requirement, more than 1,000 players from across
the globe had registered. There are GHOULASH™ players
not only in every U.S. state, but also in Canada, England, Australia,
New Zealand, Greece, Sweden, Belgium, Kenya, Hungary, Peru, Russia,
China, Japan,
South Africa,
Lithuania, Spain, Italy, Philippines, Chile, Finland, Germany,
Holland, Mexico, Argentina, Pakistan, Scotland, Bulgaria, France,
India, Brazil, Ireland, Malta and Iceland!
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Joe, left, and yours truly, with friend, today. |
After several years of offering the scenarios for free, I decided
to try once again to market them, via the Web site. I experimented
with various ways of offering the scenarios for sale -- selling
downloads of the PDF files, for instance -- until some gamers told
me that their preferred method of distribution was -- believe it
or not -- pre-printed charts. That way they didn't have to worry
about printer settings or make trips to the local Kinkos; they
could just keep a stack of scenarios ready in their backpacks or
tucked within their stacks of D&D manuals to play between campaigns.
So, the latest method of marketing the game is in Scenario
Packs, collections of scenarios in booklets of
pre-printed Scenario Charts. And finally they're being presented
in stores in the form I had envisioned in the late '90s, in booklets
of pre-printed scenario collections.
(Joe, by the way, is in his 20s and is now my full partner in
the GHOULASH™ enterprise.)
I hope you like the game. Whether you like
it
or whether you don't, I hope you'll drop me a line, to Mike@ghoulash.com, and
tell me about it.
Thanks. And
enjoy.
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