About me
I'm an American freelance writer and game designer, currently living in my longtime home of Austin, Texas. My published work includes the current edition of the classic 1980s roleplaying game PARANOIA, six books, three boardgames, nearly two dozen roleplaying game supplements, contributions to several computer games, the fantasy novel Cast of Fate (TSR, 1996), and over 300 articles, reviews, columns, and stories.
Currently I run Ninjalistics, your leading provider of ISO 9000-compliant corporate espionage and assassination services.
allenvarney [at] gmail [dot] com; Twitter: @AllenVarney -- More.
The Escapist
For a couple of years I was the most prolific non-staff contributor to The Escapist. After this weekly online gaming magazine launched in July 2005, I appeared in about half the first hundred issues, and I still write for the magazine occasionally. (Current list of my Escapist articles.)
Becoming a game designer
In response to numerous inquiries from students working on class projects, I have posted a list of answers to common questions about becoming a game designer.
Articles
I've written regular columns for four national magazines (Collect!, Dragon, The Duelist, InQuest) and over 150 articles and reviews in two dozen more magazines.
- "The New Improved Beast": Werewolves in history, literature, and the movies.
- "Turkey's Underground Cities": Based on my visit to Turkey in 1992, this 1994 article outlines the history of the vast subterranean cities carved by fugitive Christians beneath the Cappadocian plains starting in the 3rd Century CE. Real-world dungeons! (Published in Dragon magazine #201.)
- "Cthulhu Lives!": A 1995 InQuest article on horror writer H. P. Lovecraft (1890-1937), creator of the Cthulhu Mythos.
- "Space Opera": This unpublished 1997 article chronicles the history of the slam-bang planet-smashing subgenre that culminated in Star Wars.
- "Movie Munchies": A short humor piece from Video magazine about "food films" (Babette's Feast, Like Water For Chocolate, Tampopo) -- the ones that make you hungry.
- The Acme Novelty Library: A 1995 assessment of the work of brilliant cartoonist Chris Ware.
- "Silicon Hollywood": A rundown of the rather rundown computer gaming industry as of Spring 1998, written for non-gamers. From the first issue (Summer 1998) of the umpteenth doomed relaunch of Amazing Science Fiction, then published by Wizards of the Coast.
My Escapist articles
The complete list of my Escapist magazine articles includes over 50 articles. Some good starting points:
- #3: "Gamer Nation": An entire country that makes your Counter-Strike clan look like wimps: South Korea.
- #5: "Lifegame 2020": If life is just a game, in 2020 we'll be playing 24/7.
- #14: "The Conquest of Origin": Origin created worlds. EA shipped games. EA won.
- #21: "Game Design in the Transfigured World": In the next two centuries, roleplaying ideas will transform society. Game designers can help.
- #34: "Attack of the Parasites": Casual portals all look alike -- and soon, so will their games.
- #40: "Wal-Mart Rules": One giant company controls your games -- but for how much longer?
- #49: "Red Blindness": China will soon be the #1 gaming market, and the US has no clue how or why.
- #66: "My Hindu Shooter": Making a non-violent first-person shooter turned out to be a bad idea.
- #68: "Red vs. Blue Makes Green": Rooster Teeth's machinima hit draws imitators -- including (eventually) Hollywood.
- #72: "StarForce Must Die": The gaming community is deleting the world's most hated copy protection -- but what about the attitude behind it?
- #75: "Boutique MMOGs": Under the radar, but bigger than EverQuest. (See also this blog post, "Your own MMOG?")
- #81: "Uwe Boll and the German Tax Code": Why people keep giving him money to make movies.
- #82: "Buzz Games": In prediction markets, you're not just the player, you're the product.
- #84: "Dunbar's Number": The number of players you hang out with is all in your mind.
- #88: "The French Democracy": A machinima smash raises questions about art -- and copyright.
- #99: "Biz Sims": When companies play games with themselves, it's all business.
- #101: "Blowing Up Galaxies": For Star Wars Galaxies players, Sony Online's SWG NGE was DOA. (See also this Escapist blog post, "Crying Freeman," about how blame for the entire "New Game Enhancements" fiasco fell on one hapless underling.)
- #103: "The Korean Invasion": Asian MMOGs find the West is hard to win.
- #109: "London in Oblivion": Game engines for architects? Architecture for gamers? Why not?
"Blast From the Past" columns from Collect!
For three years (1996-99) I wrote a trading-card column for Tuff Stuff Collect! magazine. These 600-word pieces used some 1960s or '70s trading card set as a jump-point into pop-culture history. (Copyright ©1997,1998,1999 Tuff Stuff Publications. Posted here by permission.)
- The murder of Superman (a good first choice)
- The 1976 CB radio fad
- The Monkees
- The original Mercury astronauts
- King Kong
- Universal Studios monsters
- Kustom Kulture, the California car-customizing movement
- Disneyland in its earliest days
- Dark Shadows, the 1960s Gothic horror soap opera
- The fading glories of NASA's space program
- "Famous People": a meditation on celebrity and fame
- Charles Addams and his Family
- The 1970s disco craze
- "Gross Makes a Comeback": Not a column, but a 1998 Collect article on Comic Images' Meanie Babies trading card set, parodying the faddishly popular Beanie Babies. Meet "Garbage Pail Kids" artist John Pound and learn just how -- involved -- he gets when painting characters like Upchuck the Duck and Snotty the Bull.
Austin Chronicle
Published in 1997 in the weekly culture/arts newspaper The Austin Chronicle:
- Good Games for Adventurous Imaginations, a gift-buying guide.
- 1997: The Year in Gaming.
- Reviews of Dilbert Corporate Shuffle and Lunch Money.
- Gaming at Worldcon: Not Just for Geeks, describing the gaming track I programmed at the 1997 World Science Fiction Convention in San Antonio.
- Technomancers, 1997 South by Southwest (SXSW) Interactive Media Festival preview.
Gaming
I've published almost two million words as a freelance adventure-gaming designer (1986-present). I'm not precisely proud of that, but here's a sampling anyway.
Roleplaying
- Noteworthy: A roleplaying game played through Weblog (blog) entries.
- "Anopheles" (aka "Horror World"): A 1990 adventure for the Champions superhero roleplaying game, published in the alternate-worlds supplement Champions in 3-D under the lame title "Horror World." The superheroes visit a modern-day parallel world where Lovecraftian Cthulhoid monsters took over decades ago. Graphic horror in a superheroic mode.
- Earthdawn Legends by Allen Varney and Don Webb: A large 1994 adventure collection for FASA's Earthdawn roleplaying game, offering many legends of the name-giver races of Barsaive with accompanying adventure ideas. Here is a menu of Legends chapters, or you can get the entire 146K Legends document. The Earthdawn line editor commissioned this supplement from me and my good friend Don Webb, another Austin writer. After reading the first draft, he changed his mind about what he wanted and ordered a stem-to-stern revision, quite the most extensive I've ever endured. From our second draft he took a few small sections, threw them into another product (Legends of Earthdawn Vol. 1), and tossed the rest, incidentally refusing payment for the work he didn't use. Life in the gaming business.
- "Desire Box": A comedic one-session Earthdawn adventure set in Haven, outside the ruins of Parlainth. Published in the 1995 Earthdawn scenario collection Parlainth Adventures; posted here by kind permission of the now-defunct FASA Corporation. I like this piece more than most of my gaming work, because it incorporates the Buddhist ideas I was exploring at the time. (47K)
- "Shaolin Heartbreak": A rapid-fire Hong Kong action adventure for the Feng Shui roleplaying game. This modern-day scenario, published in the 1996 supplement Marked for Death, concerns a Cambodian sorcerer, an 18th-Century Chinese warrior woman (or is she a Hong Kong movie star?), and the lovestruck monk who crosses time to save her. It ends in a typhoon!
- "Adventure of the Knight Sinister": A 1995 Pyramid mini-adventure for Chaosium's superb Pendragon Arthurian RPG
- Chronicles of the Mystic Masters: Voluminous 23-installment summary of my unfinished 1989 Champions superhero-magician playtest campaign for Hero Games/Iron Crown's Mystic Masters supplement
- "Cook's Tour": A brief unpublished adventure (actually a sort of campaign running gag) for the AD&D AL-QADIM Arabian Adventures setting
- Two Nephandi and a Marauder created for White Wolf's Mage: The Ascension second edition, but left on the cutting-room floor
- Varuna Ltd.: An organization for Champions and other superhero RPGs. This agency investigates super-villains, but carries a super-villainous secret.
Gaming magazine articles
[Alphabetized by title/subject:]
- "Characters Into Cards": Adapting RPGs as CCGs (Gamer, 1996)
- Cosmic Encounter: A 1992 review of my favorite game. One of the original Cosmic Encounter designers, Peter Olotka, has joined with his son Adam to launch a fine online version of CE that I recommend highly.
- "Dance Steps for Space Hulk" - Dragon #204 (April 1994) -- the link is a pirated text, but what the hey, I'll link to it until lawyers get it taken down.
- "Five Golden Rings": The Legend of the Five Rings trading card game (Gamer, 1997)
- "Greyhawk Reborn": On TSR's 1998 Greyhawk revival (Gamer, 1998)
- "Gamer's Library": The classic card, board, and roleplaying games that belong on every new gamer's shelf (1998, unpublished)
- Licensing card games (Gamer, 1997)
- "Mana in the Real World": The fascinating origin of Magic's term "mana" (1995, unpublished)
- Shadowrun card game: A preview with a short introduction to the SR background (Gamer, 1997)
- "Spooking Them": I wrote this article on creating horror in roleplaying games for issue #31 (November 1997) of the gaming magazine InQuest. Pirated on Pattern Web -- from the main page, click on "RPG Stuff," then "Campaigns," and finally "Creative Campaigning: Spooking Them."
- "Words of Magic": Origins of the names of many early Magic: The Gathering cards (1997, unpublished)
Essays and humor
- "Do the Right Thing": An Inter*Action essay on morality in RPGs
- "Origins 1997: Darwin Bromley Dodges a Bullet": At the awards ceremony
- "All I Need To Know I Learned From Roleplaying Games"
- "Bored With Slime": The bland terrors of many horror roleplaying games (1995, unpublished)
- Perklets: How many tenths of a character point does it cost your Champions superhero to wiggle his ears or fix a parking ticket?
"Roleplaying Reviews" columns from Dragon magazine
- Champions Fourth Edition (#162, October 1990)
- DC Heroes second edition (#165, January 1991)
- Marvel Super Heroes and superhero RPG supplements (#172, August 1991)
- Dark Conspiracy, Vampire, Blood Brothers (#175, November 1991)
- Amber Diceless Roleplaying, published as a sidebar to Lester Smith's review (#182, June 1992)
- Cyberpunk 2020, Night City Sourcebook, Hacker (#185, September 1992)
Fiction
In addition to the sharecropped gaming novel Cast of Fate (TSR, 1996), I've published a few stories in Dragon magazine and various gaming products. In recent years I've felt less attracted to write fiction. Merely surfing the web stretches my mind today the way fiction once did. I may yet return to some long-dormant fiction projects, if and when a crowdsourcing model makes the idea interesting. Meanwhile, some older work:
- "In the Swift Workshop": Science hero Todd Speed reopens his long-abandoned laboratory. At the May 2001 Turkey City writers' workshop in Austin, SF writer and host Bruce Sterling said this story is "trembling on the edge of a major breakthrough in the field."
- "Following the Elephant": This comedic fantasy novelette, set in 14th-Century Thailand, derives from a historical incident. To find a suitable site for a Buddhist temple, the king of Lan Na Thai sets a sacred white elephant loose, hoping it will give him a sign from the gods. But an ambitious young monk has other ideas.
- Piercing A Veil: A complete sharecropped fantasy novel set in the Earthdawn universe. Purchased by (now defunct) FASA Corporation in 1994 for a line of novels based on its (now deceased) Earthdawn roleplaying game, but never published in English, Piercing a Veil tells of a magical plague on the city of Merron, the contentious magical guilds behind it, and the enigmatic creature they obey. The retired warrior Alban Peyl, who lost his arm ten years ago, is drawn into the conflict when his lost arm suddenly returns.
- Ultra-Violet (Chapters 1-7): An unfinished novel, a scramjet-paced fantasy about a boy who journeys up the colors of the rainbow, and each color is a different techno-magical land. Think Wizard of Oz for the 21st Century, times seven. I still like this idea and hope to return to it -- in retirement, if not before.
- "Craverlane Bend": Not only an otherworldly fantasy of the trans-dimensional city of Agon, but also an allegory of my many years in the adventure gaming hobby.
- "Bollix at the Hamster Race": First in what was to be an extended series of Wodehousean SF comedies about socially inept freelance uber-hacker Jeremy Kidwell and his virtual actor, Bollix. Find out how a major software company decides to test a new Internet protocol by racing hamsters.
- "Chance Music": A comic historical fantasy of the chance-derived aleatoric music experiments undertaken in the 1950s and '60s by modern music composers like John Cage. Written for the November 2003 Turkey City writers' workshop in Austin, Texas.
- "Rational": A short parody of the work of a well-known Australian writer of hard science fiction. This story appeared in the fanzine Nova Express, Vol. 5/2 (#18), Fall/Winter 1999.
- "Goblin Tax": A 1980 half-hour radio comedy script about four fantasy roleplaying gamers who discover a parallel world that is more, and much less, than they imagined. In 1987 the long-running Minneapolis science-fiction radio show Shockwave did an excellent production of "Goblin Tax." The same producer, Jerry Stearns, staged a live performance of the play at MarsCon in Bloomington, MN, May 11-13, 2001.
- "A Christmas Phone Call": A short-short modern fantasy that I sent out to friends as my 1991 Christmas card.
Contact info
allenvarney [at] gmail [dot] com; Twitter: @AllenVarney
Fannish
I've written for science fiction fanzines, convention programs, and occasionally to satisfy my own inner drives.
- "Our 21st Century Writers": Join our intrepid reporter in the year 2026 as he visits the leading science fiction writers of the day: first Heinlein Colony (note that I wrote this before Heinlein's death in 1988), then Varley Studios, and finally the greatest of them all. Satire for SF fans.
- Live Shots from The Austin Chronicle: Thirty-seven micro-essays about Cadbury World (the chocolatier's theme park), taking part in the Nielsen ratings, the death of an arrowana, the Ringling Brothers Clown College, designing AD&D adventures, Rice Krispies Squares, and many other vital matters.
- Thruput: A hoax review of a non-existent book, a cyberpunk shared-world anthology (!), written in the earliest days of fandom's cyberpunk craze (1986)
- A tribute to novelist and game designer Aaron Allston, written for the Coastcon 1990 program book
- "Rasputin": An unpublished 1994 love song about the Russian monk (not inspired by Boney M's 1970s "Ra Ra Rasputine")
Letters
I traveled around the world on a seven-month solo backpacking trip in 1992-93, writing several letters back home that I hope to post here someday. I have posted the five letters I sent back from my lengthy trip to Africa with Beth Fischi, as well as two dozen shorter notes from Seattle. But first, an amazing episode that happened right here in my home town of Austin, Texas....
Lord British's 1988 Spook House
One of the most fabulous experiences I've ever had.
African Dispatches
I visited Africa so you wouldn't have to. Letters from my seven-month 1998-99 trip:
- Kenya: Pushing the Envelope, but not Hard (July 1998)
- Tanzania and Zanzibar: Standing on Zanzibar (August 1998)
- Malawi: ...But We Wouldn't Want to Live Here (October 1998)
- Zimbabwe and Namibia: Back in the Bubble Again (November 1998)
- South Africa: Postscript (March 1999)
Greetings From Seattle
Written to Austin friends during a ten-month business pilgrimage to Wizards of the Coast in Seattle (1995).
- January-February: Moving in; absolutely not infatuated with editor; anti-tax crank; ugly Sound of Music incident; uglier wetlands; John McPhee reading
- March-May: Afterlife vision in a cherry tree; Robie House; high-efficiency kite flying; bonsai growers with bad teeth; screwed by a glad-handing weasel; Barbershop Quartet Hell
- June-July: Yen to travel again; going psycho in India; twins; Dorothy Gale is a Las Vegas ho
- August-September: Highland Games; Magic World Championships; woolly worms forecast winter; Woodstock for flies; life lessons; aftermath