(Note: As I am currently heading into the second weekend of a several weekend run of working at a Ren Faire in Central California [4 + hour drive], taking a class during the week, preparing for a bagpiping competition in October, yada yada yad - my posting is getting slower at a time when I was really getting into the flow. So I thought I would, here and there, dredge up a past post from earlier this year when I had maybe three subscribers and before my blogger network membership. I'm not egotistical enough to call it "best of," but perhaps there will be some interest in past stuff that I thought was worth talking/reading about. This one about Bunnies and Burrows has the distinction of being maybe one of two of my posts that James at Grognardia actually commented on - hold the applause!)
I had never read Watership Down, nor seen the movie by the time I first saw a copy of Bunnies and Burrows over 30 years ago. There it was on the stands at Aero Hobbies. All the older pricks were geeking out about it at the game table, like they did with most unique new games that came out. I don’t remember anyone actually running it at the shop, but I was somewhat smitten by it’s strange nature.I had of course heard of Watership Down in the school yards over the year. It would usually be one of the timid, shy girls reading it at lunchtime (this was before Goth kids came into their own and started to be recognized), or one of the seemingly speechless boys from the “special” class. It’s not exactly a “feel good” story. As Sawyer on the TV show Lost once sarcastically said, in a gleeful singsong voice as he was caught reading it “It’s about bunnies!”
I saw no sad little sick rabbits on the run from all kinds of scary things as I read the B&B rules. Only herbalists, fighters, and the incredibly appealing Maverick character class. The rules were fairly light, as were a lot of the new games coming out. It left a lot open to interpretation, which as any Grognard knows is the salt of the earth in a fun-to-GM game.
B&B came out in 1976, only a few short years after D&D, and it is recognized as the first game to have all non-human characters, and also as the first game with a detailed martial arts system. Your skills and abilities varied depending on your character class, and task resolution was on percentiles. There were great little “simple life” rules in the game that gave it a very quaint flavor. Your rabbit could only count up to 5, and I don’t think you were allowed much more than that in the way of objects in your backpack. Yeah, that’s right. These rabbits weren’t exactly humanoid, but it was obvious that they were more intelligent than animals, and could stand upright and manipulate things with fingers. This was not specific in the book – only some of the skills, and some of the drawings (a maverick holding playing cards, the soldier rabbits of the book cover, etc.) lead you to believe that they were more than plain old bunnies. Well, that and the fact that somebody had to have made the backpacks.
Seeing as you are a rabbit and one of the weakest creatures on the planet, role play was key over combat encounters. All forms of animals are listed as enemies, but only human beings with their “alien minds” were true monsters. Snares, poison, and natural hazards filled the daily lives of the little fellas as well.The rules book itself was pretty poor quality. It looked typewritten (as were a lot of my favorite gaming material of the time), and the “artwork” can only be describes as “scribbles.” I drew better looking artwork of cops beating up hippies on my high school Pee Chee folder.
A couple of editions came out in the following years. There was a GURPS version with a cover that could only be described as hilarious. It had two small rabbits furiously attacking a guard dog, like the two raptors attacking the T Rex in Jurassic Park. That seemed to kind of miss the point of the original game right there, but newer gamers probably would not want to play a game were you mostly just forage for truffles all day, Before heading down to the Doe cave to hammer out babies all night.I finally saw the Watership Down movie and read the book in the 80’s, and the game reflected a lot of that inspiration. Figuring I would probably never run it, I sold it on Ebay several years ago for about 50 bucks. Now that I’m going through my own retro gaming fad, I wish I had kept that one. I even created my own little gameworld for it about 10 years ago. Called “Rabbit Valley Days,” I was hoping to evoke those original rules using another system eventually, but I doubt I can sell my current players on it now. The game is about bunnies, after all.
I still have my B&B.
ReplyDeleteIt would be fun to play it again.
I remember reading about fudge-bunnies, I would love to check that out too.
You know anything about that?
An excellent interview with the creator of the game (and the D&D Druid Class) Dennis Sustare of chariot fame http://rpgreview.net/files/rpgreview_4.pdf
ReplyDeleteI would love to find a good copy of B&B. Always eager to experiment with new games, we ran it in 1980 or 1981 for a short time. Heavily influenced by the aforementioned 'Watership Down' with a touch of 'Charlotte's Web' and 'Animal Farm' we expanded the available PC animal options and created quite a neat little world for ourselves.
ReplyDeleteAhh how I love games other then those everyone, always plays...