Published in 1991, Lawrence Schick’s Heroic Worlds has been out of print for a good long time and can take patience to track down at a sensible price. Nonetheless, I persisted in searching for it and eventually landed a copy and I’m broadly glad that I did, because it’s a highly interesting reference text for anyone interested in RPG history. What Schick tries to present here is nothing less than a full directory of all commercially published tabletop RPG products (setting aside magazines and fanzines) from the original Dungeons & Dragons box up to the end of 1990.
Though there’s a few introductory articles and appendices of interest – like a rundown of RPG award results up to 1990 and an intriguing attempt to tabulate landmarks and trends in RPG design over the years, the meat of the book is an eyewateringly expansive directory of products, arranged by genre and then by game system under that genre. Occasionally, Schick will make categorisation decisions I don’t agree with – he seems to have decided that Judge Dredd belongs in the “Comic-Book Superheroes” chapter, when “Science Fiction: Dark Future” is right there and fits much better, and I’d guess that’s soley because Dredd is a comic book character and Schick probably hadn’t read the source material.

The odds of Schick personally having given serious attention to each and every product in here is essentially negligible – sure, I suppose it’s possible, but I absolutely would not expect him to read all of these products and the book isn’t really made less useful if he didn’t. Although Stu Horvath referenced this a lot in Monsters, Aliens, and Holes In the Ground, the entries in here by and large are nowhere near as detailed as the entries in that – this is about cataloguing, not deep dives, to the extent where Schick proposes a standardised system for categorising RPGs which, had subsequent editions of this come out, would surely have continued. You can see how Schick dearly wanted this to be the Dewey Decimal System of RPGs, and it’s got the potential to be that, but dependent as it is on Schick himself being able to find a publisher to put out updates to Heroic Worlds it was doomed to be a niche oddity, though collectors with an especially broad collection may find it useful to adopt for their own personal cataloguing.
Even though the book has some pretty significant limitations – no zines, English language products only, nothing beyond 1990 – it still manages to incorporate an impressively broad range of products within those constraints. That being the case, it’s interesting to flip through it and consider what games – and what releases for those games – have remained in vogue and in print since then, either continuously or with a hiatus here and there, and which have fallen by the wayside.
On top of that, by releasing it when he did Schick accidentally provided us with an incredibly detailed snapshot of a very, very interesting point in time in the industry. In discussing how the hobby had spread from its inception to the point in time where he makes his cut-off point, Schick talks about how endeavours to broaden the appeal of tabletop RPGs had come and gone and recently appeared to have started to fizzle out, and suggests that the industry has reached its high water mark – that RPGs, by their nature, are incapable of growing their appeal much beyond the scope they had already reached.
Schick is wrong, and he’s wrong in particular because at the time he’s compiling all this, Vampire: the Masquerade‘s first edition is creeping towards publication. Vampire doesn’t make Schick’s cut-off point – indeed, in the Ars Magica entry Lion Rampant is still listed as the publisher and the only “White Wolf” noted in the index is a product for Stormbringer, not the publishing company. It emerges onto the market shortly after Heroic Worlds does, and almost immediately blows his assumptions about the hobby’s trajectory and the limits of recruitment out of the water by appealing to audiences the pre-Vampire industry had hitherto simply overlooked. Glancing over Heroic Worlds will get across, on the one hand, how diverse the offerings of the industry are, and on the other hand how much of them are concentrated on a few, limited genres.
Vampire came and went, of course, but we’ve had other recruitment booms since, the most recent arguably being the rise of actual play shows like Critical Role; although I would argue that following such shows is a distinct and separate interest from actually participating in tabletop RPGs and it’s a fallacy to assume that people interested in one will automatically be keen on the other, nonetheless these things are a factor. But it was Vampire which offered the first really big boom since Basic D&D and Fighting Fantasy offered gateway drugs to impressionable minds back in the early 1980s.
What Schick has inadvertently created here, then, is a comprehensive guide to the English-language RPG industry as it existed right before Vampire hit and changed everything – a useful thing indeed for those who want to get a handle on what Vampire did and did not contribute. For instance, though it’s a common shorthand to assume that 1980s game design was all about complexity and 1990s game design saw a pendulum swing back to a rules-light approach, Schick is able to document here that it’s more nuanced than that; the boom in complex systems was an early-to-mid-1980s thing which had already come and gone, and there were already systems establishing themselves which touted a rules-light approach by the time Schick was compiling this. (Similarly, Schick notes that a precursor to the “Hero point” rules of James Bond 007 so widely celebrated can fact be found in TSR’s own spy RPG, Top Secret, and specifically identifies this as the sort of mechanic which can put aspects of narrative control in the hands of the players.)
I wouldn’t advise paying an amount of money you’d consider expensive for Heroic Worlds – but if you are interested in RPG history or collect old games, you could do a lot worse than keeping your eye out for a copy going at a price you find reasonable. There’s stuff in here I had absolutely never heard of before, and likely will never encounter outside of its pages – systems and products that have fallen by the wayside, but whose documentation here means that they aren’t wholly forgotten. And that’s heroic in its own right.








