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(A transformer explosion and the unlikely destruction of the sole manuscript led the team to decide that particular game was cursed.) Inferno was another early idea it would have been a game where players roleplayed in Purgatory, perhaps even taking on the roles of characters who had died in other campaigns. Then he considered moving Ars Magica into the modern day as an urban fantasy.
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His first idea was to create a series of linked games set in the middle ages, beginning with a knightly game called Shining Armor. His Ars Magica game had been successful at creating the definitive games of magicians, and now he wanted to do more. Over at Lion Rampant, Mark Rein*Hagen was constantly juggling numerous ideas. He'd later sell them to Three Guys Gaming, who released a new edition of 81 cards in 1996 then dropped off the face of the earth.įor White Wolf, there were much bigger things to come. The Story Path line ended abruptly when they were traded to Dan Fox, who had previously invested in Lion Rampant. There were originally supposed to be six more of these 24-card decks-including Danger, Hope, Deception, Discovery, Whimsy, and Suspense-but they were never produced.
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White Wolf released two decks of “Storypath" cards: The Path of Horror (1990) and The Path of Intrigue (1990). The Whimsy Cards had been an innovative pack of 43 cards which gave players the ability to slightly control the storyline of an RPG by playing cards with text like “bad tidings", then explaining how that card influenced the plot of the game. White Wolf had already published some books of their own including a small-run Stewart Wieck adventure called The Curse Undying (1986) and a book of settings called The Campaign Book Volume One: Fantasy (1990), but the first product that really combined the resources of Lion Rampant and White Wolf was an unassuming gaming accessory called Story Path cards, which expanded on Lion Rampant's Whimsy Cards.
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(See the Brief History of Lion Rampant for some of the reasons behind this merger.) Enter Story Paths: 1990 White Wolf's Stewart Wieck and Lion Rampant's Mark Rein*Hagen were to be the co-owners of a new company, the White Wolf Game Studio.
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In the December 1990 issue of White Wolf Magazine White Wolf had a surprise announcement: they were merging with Lion Rampant, the aforementioned publisher of Ars Magica. As White Wolf increasingly pushed indie games it eclipsed Different Worlds (1979-1987) the former star in the category (which was just then ending its run). Over the next 16 issues, White Wolf would publish numerous articles about SkyRealms of Jorune (#8-16), Ars Magica (#11-24), and RuneQuest (#15-22), most by the authors of those games. Many were given away at GenCon, getting out the word on the magazine in a big way.Įarly issues of White Wolf were primarily about AD&D, but with issue #8 that changed too, and the magazine became more “indie". The cover went full-color glossy, the name was changed from White Wolf to White Wolf Magazine and most importantly 10,000 copies were printed. With issue #5 a second color was added to the cover, and distributors-beginning with Glenwood Distribution, run by Bob Carty-began to order the magazine, resulting in a print run of 1120.Ī big change came with issue #8 cover-dated December 1987. With issue #4 the magazine was professionally printed. Over the next couple of issues the print run jumped to 140, then 200. But Stewart (and his brother, Steve) persevered. Like its predecessor it was a stapled and photocopied fanzine, not really the stuff of which a future top-tier RPG company is made. The new White Wolf appeared in August of 1986. He settled upon White Wolf, after the fantasy hero Elric of Melniboné. However, TSR's Unearthed Arcana (1985) had too similar of a name so Stewart decided an alternative title was required. Thirty copies is really the smallest of small press, but the response was sufficient for editor-in-chief Stewart Wieck to believe that there was a potential business in his fanzine. It was called Arcanum, and thirty copies of it were published in June of 1986. This was the case with White Wolf, but what's perhaps more surprising is the magazine that got them their start. The Origins of White Wolf Magazine: 1986-1990Īs described in the histories of Paizo Publishing and Pagan Publishing there's a tendency for RPG companies to get their start publishing a roleplaying magazine. Thus, its rise from very small beginnings is all the more amazing. White Wolf today is one of the top companies in the RPG industry, currently claiming a 25% share of the industry.