3-23-2008
Victorian Adventure Enthusiast Interviews William A. Barton
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Victorian Adventure Enthusiast: Where did you grow up?
WAB: I grew up in Indianapolis, which was a pretty quiet place back in the
  1950s--a "little" big city. Other than a year at I.U. in Bloomington, IN; a
	    few months in Marion and Anderson, IN; and a year in Texas (Austin, San
	    Antonio, and Odessa), I've pretty much lived all my life here in Indy. (And
	    I've never once been to the Indianapolis 500.)
VAE: How did you first encounter the works of H.P. Lovecraft?
WAB: It was through a friend who had picked up some of Lovecraft's books in
	    a bargain bin--you may recall the ones where the store had torn off the
	    cover of the book and sent it back for a refund, but then marked the book
	    itself way down and sold it anyway. (I believe that was considered fraud,
	    but in this case, I'm glad it happened, or my friend might never have
	    picked up the books.) I'd turned him on to Kurt Vonnegut's writing, so he
	    returned the favor by lending me the coverless Lovecrafts. Among those
	    first stories that I recall were "The Colour Out of Space" and the one that
	    was supposedly written by Harry Houdini, the exact title of which escapes
	    me right now. I was immediately hooked.
VAE: What intrigued you about HPL's writing?
WAB: I think it was the joint realization that what he was actually writing
	    in many of his tales was science fiction (or, if you prefer, science
	    fantasy) and that they were all interconnected as part of a consistent
	    universe. It was the repeated references to the Necronomicon that first
	    tipped me off, followed by the repetition of many of the names of the Great
	    Old Ones--toss-off references mainly, but the connections resonated with
	    me. I've always been a fan of self-contained worlds or universes, such as
	    Isaac Asimov's various tales, all of which take place in the same universe
	    at different times and places. That was one thing that first got me into
	    gaming, as a matter of fact. I liked the self-contained worlds of the
	    various board games when I was a kid and then, later, those of RPGs. And
	    since I'd always been more of an SF fan than one of horror or dark fantasy,
	    the SF elements in Lovecraft's tales helped in the transition.
VAE: How long had you been gaming before you started playing Call of
	    Cthulhu?
WAB: I'd been role-playing for a couple years or so--got started in 1980
	    when I wrote an article for my college newspaper on adventure games. I'd
	    played games such as Risk for decades and had just started playing some
	    wargames (SPI's War of the Ring and Avalon Hill's Starship Troopers). I
	    learned of a local gaming club, and went by with another friend to get some
	    information from the president of the club. After the interview, my friend
	    and I stayed and played Starship Troopers (the intro game vs. the
	    Skinnies). But we noticed there was a rather lively group playing something
	    in one of the downstairs rooms. We wandered down and looked in, trying to
	    figure out what kind of game they were playing, since there was no board or
	    counters or anything. Turned out it was Traveller, what at the time was one
	    of the only SF RPGs out.
  We talked with the GM and players for a while after they finished and
  asked if we could set in the next time they played. So the next week, we
  went back and both my friend and I had our first role-playing experience. I
  went out the next week and bought all the Traveller books I could find and
  began reading through them, learning the game system. We kept coming back
  for several weeks, noting that the group had revolving referees (what
  Traveller GMs were called), so I asked if they minded if I trying my hand
  at running a game. Surprisingly, they agreed. I was pretty sure I could do
  it, since I'd been in drama club and a number of plays in high school--had
  written quite a few in fact, for various festivals and events--and
  role-playing was a lot like improvisational acting. So I put together a
  scenario using one of the published Traveller adventures ("Research
  Station" something or other). I noticed, however, that I had to fill in a
  lot of gaps, creating additional situations and NPCs to complete the
  adventure. That was no real problem for me, being a long-time writer
  (although, except for high school and college papers, unpublished at the time).
  I ran a number of other Traveller adventures, stringing many together
  as part of the "Twilight's Peak" campaign, and also starting writing my
  own. My first original, I called "Time Traveller" as it was a time travel
  adventure back to . . . you guessed it . . . Victorian London. While there,
  the adventurers ran afoul of Wells' Martian invasion. It was fun, and I ran
  it at a couple regional conventions as well. At one in Chicago, the folks
  at FASA took an interest and wanted me to write it up for them as one of
  their licensed Traveller adventures. Unfortunately, the publishers of
  Traveller, GDW, didn't want to see anything so different from the standard
  fare, and it went by the wayside. (Although I resurrected it for a Time
  Travel game I was writing for Fantasy Games Unlimited, until they went
  through a consolidation period and quit publishing new games, and, of
  course, I incorporated a little of it in Cthulhu By Gaslight.)
  Undaunted, FASA asked me to put together another Traveller adventure,
  and I wrote a campaign-length adventure called "Target Assassin." By the
  time it was finished, however, a lot of FASA's Traveller material wasn't
  making it through GDW's approval process. (I suspected that it was because
  I and other game reviewers were praising FASA's books as being better than
  GDW's own works--which they were. And one of GDW's employees hassled
  Tri-Tac Games at a convention because I'd just written a review favorably
  comparing Tri-Tac's FTL 2440 SF RPG to Traveller, which it deserved, and
  that seemed to confirm my suspicions. But, of course, there's no way to
  really know that, and it's all water under the bridge anyway.) Some
  material from that ended up in my GURPS Space Atlas for Steve Jackson
  Games, as well in my "Beware the Health Police" scenario in the GURPS Space
  Adventures book.
  So what has all this to do with Call of Cthulhu? Well, about the time
  I was becoming disenamored of Traveller, I'd heard that Chaosium was going
  to do an RPG based on Lovecraft's Cthulhu Mythos. Wow! That would be the
  RPG of my dreams! So I followed it closely, checking with them at
  conventions about its release. And then, finally, when it came out, I
  grabbed it up and starting running it at the same local game club where I'd
  first seen that Traveller game a couple years before. (I think it was about
  two years after I'd started that CoC finally came out. So if that's
  accurate, I've finally answered your question in a quite lengthy and
  roundabout way.)
VAE: Cthulhu by Gaslight was the first Victorian Era gaming product that
	    most people had encountered. How did you end up writing it? Had you been
	    into victoriana prior to that?
WAB: I first got really into Victoriana through Sherlock Holmes (although
	    even before that I'd been a fan of Wells, Verne, and Doyle's Lost World, in
	    particular, with the memorable Professor Challenger). That was a couple
	    years before I got into role-playing, when a class I was taking included
	    The Adventures of Sherlock Holmes among its reading list. After reading
	    that first book and becoming fascinated with the characters of Holmes and
	    Watson, I read every other Holmes story Doyle read and then branched out
	    into the Holmes pastiches, such as The Seven Percent Solution and others.
	    The background of the stories--Victorian London mainly--also fascinated me.
	    I'd joined the local Sherlockian scion of the Baker Street Irregulars a few
	    months before getting introduced to role-playing, so as I got more into the
	    latter, it seemed a natural to mix the two. Hence my Time Traveller
	    scenario into Victorian London.
  I actually approached Chaosium at the time to see if they'd be
  interested in publishing a role-playing sourcebook on late Victorian
  London. They had published an Arthurian sourcebook, and I was interested in
  doing something of the same thing with Victorian England. I'd found in a
  used bookstore an 1888 London guidebook by a fellow named Herbert Fry,
  which included some incredibly detailed bird's-eye view drawings of various
  areas of London. Since it was long in the public domain, I hoped to use
  them in the Victorian sourcebook. (I picked it up, by the way, for about
  $3. Recently, I found another copy selling on a used book site for $120!)
  Unfortunately, after viewing the proposal and some sample illustrations
  from the guidebook, Chaosium decided that they didn't have the resources to
  publish such a project.
  Fortunately, I was a contributing editor to Steve Jackson Games'
  Space Gamer at the time, having written probably hundreds of reviews and a
  lot of articles (mostly about Traveller) by then. They were about to launch
  a companion magazine to Space Gamer, to be called Fantasy Gamer, so I
  proposed the Victorian Sourcebook idea to Aaron Allston, then editor of the
  magazine. He snatched it up immediately, and so "A Gamer's Guide to
  Victorian London" appeared in issue 3 (I think it was) of Fantasy Gamer. It
  was a scaled-back version of the sourcebook I'd first envisioned, but it
  provided enough information for any GM to set a scenario or three in
  Victorian London. It was also, I believe, the first RPG resource on the
  Victorian era ever published, predating slightly the very first actual
  Victorian RPG, Victorian Adventures, which was published only in England.
  (I'd hoped to work on an American edition with a small game company located
  here in Indiana, but that never worked out.)
  In the meantime, I'd been running CoC scenarios for my local gaming
  group--from Shadows of Yog-Sothoth to other '20s-era adventures. But
  although it was the setting of the game, the 1920s wasn't really my era of
  choice. So I created a scenario based in Victorian England in the
  1890s--"The Yorkshire Horror"--and submitted it to Chaosium. I was
  gratified to learn that they liked it, but they didn't quite know what to
  do with it, since it wasn't set in the '20s. They wanted to publish it, but
  they asked me whether I'd write something to accompany it to help ease it
  into the main game. I could, they suggested, either write a Time Travel
  article, giving ways for 1920s Investigators to get back to 1890s England,
  or write a background article about the Victorian era so that Keepers could
  run CoC games set in England in the 1890s. Never being one who liked to
  choose between two great ideas, I did both. And so Cthulhu By Gaslight
  (edition the first) was born--and it all came back full circle to my
  writing a Victorian sourcebook for Chaosium after all. (Actually, as it
  turned out, this was my third published work for Chaosium, the first being
  the '20s scenario "The Curse of Chaugnar Faugn," in Curse of the Cthonians,
  and the second some material I wrote for Chaosium's Superworld superhero RPG.)
VAE: You're still working with Chaosium via their Monograph line. Could
	    you explain what the Monographs are and how they work?
WAB: The monographs are, as I see it, kind of a throwback to the early days
	    of RPGs, when small companies (or individual authors) could publish small,
	    black and white, paperback books on a wide variety of topics and with
	    maximum control over their own works. The author of a monograph has total
	    editorial and creative control over his book, because he writes it, edits
	    it, lays it out, and even plugs in the art before sending it in to
	    Chaosium. (That total control is, of course, within reason--obviously
	    Chaosium wouldn't publish anything inappropriate, no matter who wrote it
	    and submitted it as a monograph.) The line helps out writers who otherwise
	    wouldn't see their work in print, and it works for Chaosium, as they get a
	    lot of creative material that they can publish without the cost and effort
	    that goes into their "mainline" books. The pay isn't great--$250 per
	    monograph, whether you write 60 pages or (as I tend to do) 100 or more. But
	    it provides an outlet a lot of CoC writers wouldn't have otherwise.
  To me, the monograph line is a way to finally see a lot of things
  that I put a lot of creative effort into years ago reach publication. And
  that certainly beats having them sitting around gathering dust in my files,
  as they have for the past couple decades, as most of them were created back
  in the '80s. My monograph Menace From the Moon, for example, was originally
  devised as a scenario for the first Blood Brothers CoC book--but
  unfortunately, I never managed to get it beyond the outline stage at the
  time. I finally wrote it up for a book of scenarios that Gary Sumpter was
  putting together, but it ended up way too long to fit in that, so I
  submitted it as my first monograph. My second monograph, Return of the
  Ripper, actually was written as a scenario to go into the first edition of
  Cthulhu By Gaslight. "The Yorkshire Horror" was set, of course, in
  Yorkshire, and Sandy Petersen asked to see something set in London as well.
  So I wrote it and turned it in with the last of the Gaslight ms.
  Unfortunately, it ran way too long to fit into Gaslight (some 300+
  double-spaced typewritten pages). I tried to get it published separately
  later, both through Chaosium and one of the CoC licensees at the time, but
  neither worked out. So it sat in my files till last year. (Fortunately, my
  wife was willing to enter the entire thing into the computer from my
  typewritten and heavily edited--read: scrawled on almost
  incomprehensibly--manuscript.) A Cthulhian Miscellany, my third monograph,
  was a patchwork of materials I'd written over the years for CoC that had
  never made it into print, including a number of outtakes from Gaslight.
  And I've still got about half a dozen other unpublished scenarios in
  my files--although some I've not yet located--plus dozens of ideas that I
  hope to find the time to write up as CoC monographs eventually. (I've also
  got a dozen or so SF scenarios originally created for Traveller, Star Trek:
  The Role-Playing Game, and GURPS Space that I'm hoping to write up as SF
  monographs for the new edition of Basic Role Playing Chaosium has coming
  out this year.) Among this is an amalgamation of Call of Cthulhu and my own
  self-published RPG, So Ya Wanna Be A Rock 'N' Roll Star! A Rock 'N'
  Role-Playing Game. (The latter is still available from me for $18pp at Bill
  Barton Games, P.O. Box 26290, Indianapolis, IN 46226-0290. It includes some
  Victorian references, too, including the rock band Sherlock & the CDs and
  the scenario "The Sound of the Vaster Hills." If you'll excuse the
  shameless plug.) That'll be called Rockin' 'Thulhu and includes several of
  my as-yet unpublished Rock Star scenarios reworked for CoC, including "Cool
  Zulus By Gaslight," in which a group of rock musicians gets transported
  back to (altogether now) Victorian London. (Just can't get away from it, can I?)
VAE: What monographs have you written for them?
WAB: Oops--appears I answered this question as part of the lengthy previous
	    answer. To reiterate, published so far are Menace From the Moon (moon
	    creatures loose in 1920s San Diego); Return of the Ripper (a mini-campaign
	    that offers a Cthulhian origin for the Ripper, with his return in 1893, and
	    includes what can be used as an East End sourcebook for other scenarios set
	    in that part of Victorian London); and A Cthulhian Miscellany (new skills,
	    new spells and Mythos books, new insanities and phobias, several new
	    monsters and NPCS, and other material).
  I'm currently trying to finish (and have been for months) a monograph
  called Crashin' Cthulhu vs. Shadows into Time. The first half was
  originally a Vehicles for Superworld article that I wrote for the Companion
  to Superworld but that didn't make it in. (And the game was discountined
  before the next book that it could be published in got off the ground.)
  I've rewritten that for the somewhat simpler CoC system and expanded it
  beyond its original scope. (I was at first trying to fit it into
  Miscellany, but it grew too long for that book.) The second half consists
  of an updated and expanded version of my Time Travel article from the first
  two editions of Gaslight. And for good measure, I've thrown in a short
"Weather in CoC" article that was originally for Superworld and actually
  did make it into the Companion. I hope to have that done soon. After that
  will come the new edition of Gaslight, and I see that I'm already answering
  the next question too soon, so I'll jump down to that one.
VAE: How soon will we see the monograph edition of Cthulhu by Gaslight?
	    Are there other monographs coming from you?
WAB: As noted above, I'm hoping to get going full swing on that soon as I
	    finish the Vehicles/Time Travel monograph--hopefully in the next couple
	    weeks. I was hoping to bring it in by the end of March, as another designer
	    in England is doing a monograph focusing on the rest of England, beyond
	    London, while I'm pretty much focusing on London itself in the new edition
	    of Gaslight. He's planning on finishing by end of March (last time we
	    corresponded), and I'd hoped to have both ready about the same time, since
	    they're going to be so complementary. But it looks as though it's going to
	    take longer. Now I'm hoping for May.
  This edition of Gaslight (which I'm calling Edition 2.1) will retain
  much of the material in both first and second editions, although I'm
  planning on expanding the coverage of London itself as well as several
  other background sections on life in Victorian London, as well as the
  Holmes and H.G. Wells sections. Not appearing are the Time Travel article,
  which is in the other monograph now, and "The Yorkshire Horrors," which
  will appear with another Gaslight scenario in the first of what I hope to
  put together as a series of Gaslight adventure books, Terror By Gaslight,
  Vol. 1. I hope to finish that by late summer, early autumn, or thereabouts.
  Depends on how taxing my regular job is (which, right now and for the past
  several months, has been extremely so, eating up most of the time I'd
  planned to put into writing my monographs). "Yorkshire" will be replaced in
  Gaslight by a shorter scenario featuring Victorian London's "other Jack"
  (Spring-heeled, of course), called "The Leaping Fear."
  As for others--I have enough planned that would keep me busy for
  years, if I have the time to write them all (before the stars are right and
  the Old Ones return to end such folly). Among the Victorian-based are at
  least three volumes of Terror By Gaslight, each with two to three Gaslight
  scenarios; a Wellsian scenario I'm cowriting with Steve Dismukes, based
  partly on material from his excellent Web site, combined with a Gaslight
  event I ran at Gen Con last year, "The Horror on the Commons" (three
  guesses as to the topic, if you even need more than one); and a book on the
  British Raj in India, with another writer, called, tentatively, Secrets of
  India: The Raj. I've also got a couple more old 1920s scenarios that I'll
  eventually get together as monographs (if I can get my wife to enter them
  into the computer from my old notes); several different planned sourcebooks
  for various time periods and genres, from Ancient Egypt and First Century
  Israel to modern-day rock 'n' roll (as described previously) and the far
  future. I'm running some of them at this year's Gen Con (including one set
  on Mars in the 23rd century and a Gaslight scenario at Loch Ness). After I
  run it one final time at Gen Con this year, I'm also planning on writing up
  my Cthulhu vs. Godzilla (Battle of the Behemoths) scenario as a
  monograph--although for copyright reasons, of course, Godzilla won't be in
  the final writeup. (I'm replacing him with a generic daikaiju of my own
  creation.) That's just a sampling of what I've got extensive notes on. Now,
  whether it's humanly possible to actually accomplish all that, well, keep
  an eye out the next several years.
VAE: What's your favorite CoC bad guy or monster?
WAB: That's a tough one. They're all so good (in a bad sort of way). If I
	    had to pick one, I guess it would be a tossup between the Colour Out of
	    Space and Frank Belknap Long's Chaugnar Faugn. In fact, the main reason I
	    wrote "The Curse of Chaugnar Faugn" was to get Chaugnar Faugn into the
	    game, as he didn't appear in the first several editions of CoC, and I wrote
"The Killer Out of Space" for Cthulhu Now for the same reason, to get the
	    Colour into the game. (The Colour has always haunted me, since it was among
	    the first Lovecraft stories I read. It was impressed on me even more
	    following an incident that occurred the night I finished the story. The
	    friend who'd introduced me to Lovecraft and his girlfriend and I were
	    driving down to Evansville, IN, that night for a rock festival the next
	    day. We didn't start till amost midnight, and since there was no direct
	    highway from Indianapolis to Evansville, we had to take narrow, winding,
	    hilly country roads almost the whole way. As I was driving up one of those
	    hills, I suddenly saw at the top an eerie, glowing cloud of mist--the
	    Colour! Or at least my sleep-deprived brain shouted . . . until the car
	    whose headlights I was seeing in the mist drove over the top of the hill .. .)
	    As for "bad guys" (as opposed to monsters), my favorite is one of my
  own creation: Cyrus Barker, Jr., a private eye who got too close to the
  Mythos in a scenario I ran and ended up being turned into a proto-shoggoth
  (a concept derived from which published CoC scenario exactly I don't recall
  at the moment). He then plagued the players in my campaign throughout
  several scenarios, both in human and shoggoth form, before they finally
  managed to off him (barely). He was the son of a London detective I'd
  created for Return of the Ripper, also named Cyrus Barker (and based on a
  minor character in one of the Holmes stories). He's one of the NPCs
  detailed in A Cthulhian Miscellany.
VAE: Your website also states that you're working on a GURPS 1890s book.
	    Is that still in the works?
WAB: Ah, yes. I haven't had time to update the Web site in a long time, as
	    you can no doubt tell. But the GURPS book is still in the works after a
	    lengthy series of interruptions and delays, both health and work related.
	    (These include a quadruple bypass operation I had to undergo a few years
	    ago and several periods at my "real" job as an editor for a major book
	    publisher in which it was necessary to work up to 60-70 hours a week during
	    crunch times. And then there was the switchover from 3rd to 4th edition
	    GURPS, which has required redoing the entire characters chapter.) It also
	    underwent a name change from GURPS Gaslight to GURPS Gothic, which required
	    some reworking. And it actually covers the entire Victorian period from
	    1837 to 1901, and not just the 1890s. The book is still "in the works,"
	    although there's now talk about doing it as a series of PDF books for SJG's
	    e23 store rather than as a physical book (originally paperback, then
	    hardback). I'm waiting to hear from the editors there as to how they want
	    to proceed, with the project currently (again) in limbo until I do. If it
	    goes ahead as the pdfs, I'm guessing it would start appearing later this
	    year, early next, and over the next few years. But it'll take some
	    replanning and reworking to recast it that way, and I'm waiting to get word
	    for certain before I do anything further. (With it becoming literally one
	    of those "years in the making" projects.)
VAE: You're also a big fan of Sherlock Holmes. What's your favorite Holmes
	    story? Have you written any Holmes stories of your own?
WAB: Wow--favorite Holmes story? That's really hard to say, as so many of
	    them are so good. (And even those that are not so good are better than a
	    lot of what passes for fiction sometimes.) If I had to pick one, I'd go
	    with (and it's really, really close) Sign of the Four, as my favorite among
	    the original Doyle stories. It's one of those that almost seems unsung as
	    it's not usually among most Sherlockian's top ten Holmes stories. Yet it's
	    been made into a movie twice in the past few decades (most recently the
	    Hallmark Channel version, with Matt Frewer, aka Max Headroom for those of
	    you who still remember the '80s). But one of those versions starred my
	    all-time favorite Holmes actor, the late Ian Richardson, who for my money
	    was the best screen Holmes ever, surpassing Basil Rathbone and Jeremy
	    Brett's interpretations of the Great Detective. It also has one of the most
	    Cthulhian Sherlockian villains, Tonga, the Adaman Islander that I've always
	    considered a Tcho-Tcho.
  Now, if you want to go into Holmes pastiches by writers other than
  Doyle, the choice is easy: It's Sherlock Holmes' War of the Worlds, by
  Manly Wade Wellman and Wade Wellman. I found the paperback of this book in
  a corner shelf of a long-gone B.Dalton's bookstore in Indianapolis about 30
  years ago. And of all the non-Doyle Holmes stories, it's still my favorite.
  After all, it stars not only Holmes and Watson, but Professor Challenger
  and, of course, Wells' Martians! (And it was the inspiration for all my
  Martian invasion RPG scenarios, many of which included Holmes as an NPC,
  from Time Traveller to Gaslight.)
  As far as my own writing, I've penned a few minor Sherlockian tales
  of my own. The first was a chapter of a never-finished adventure pitting
  Holmes against the Bavarian Illuminati (with the Necronomicon and some
  Mythos beasties thrown in). If I ever finish it, it will be called "The
  Adventure of the Cosmic Sorceror." The second was a short-short story, "An
  Elemental Adventure," that I wrote for a writing class; it appeared in a
  Sherlockian anthology published by the local Sherlockian scion I was a part
  of before it got taken over by (putting it nicely) "stuffed shirts" and
  became terminally boring (and I had to found a new one, The Hated Rivals on
  the Surrey Shore). It featured the Necronomicon, Hastur, and Aleister
  Crowley. I also wrote a series of Sherlockian plays--parodies of the
  various Holmes stories--with titles such as "The Adventure of the Polky Dot
  Strand," "The Blue Tar's Trunkful," "The Scion of the Four," and "The Final
  Pablum." I collected the first three into a self-published monograph and
  hope to eventually put them together with the fourth play and a series of
  articles I've written for the Hated Rivals newsletter as a print-on-demand
  book, under the title "The Play's Afoot! (And Other Sherlockian Ephemera)."
  That will include a pair of "do-it-yourself" Holmes pastiches I wrote
  called "The Adventure of the (Adjective) (Noun)" and "The Return of the
  (Adjective) (Noun)" in which readers get to plug in various words to create
  their own hilarious (hopefully) Holmes adventures. (I also just finished a
  mini-story for the newsletter's next issue, "Sherlock Holmes vs. Godzilla,"
  and you can probably guess how that will turn out.)
VAE: Why do you think that there hasn't been a great Holmes RPG?
WAB: Hmmm, that's hard to say. Possibly because of the copyright problem
	    that's persisted over the years. When I first got into Holmes in the late
	    '70s, the owners of the copyright would let anyone publish anything about
	    Holmes. Then the copyright fell to the Doyle estate, which was rather
"stodgy" in its view of what was allowable. With the copyright situation
	    somewhat resolved, all but the last Holmes stories published (most of The
	    Casebook of Sherlock Holmes), plus most of the characters and situations
	    are now in the public domain. That uncertainly as to what was legal, I
	    think, was part of the problem.
  The other is that the character of Sherlock Holmes is so
  overwhelmingly bigger than life, it's difficult to have a role-playing game
  in which Holmes appears that he doesn't steal all the thunder away from the
  player-characters. That's why, although he appears in "The Yorkshire
  Horror," he has a relatively minor role. (Actually, in the original ms., he
  appeared only at the end; after it left my hands, however, Holmes was
  inserted earlier in the story, making a brief appearence when the party
  arrived in Yorkshire. I think the idea must have been to have him lurking
  in the background, as he did in The Hound of the Baskervilles, when he sent
  Watson to Dartmoor and then followed in secret. But if Holmes actually had
  been on the scene all that time in Yorkshire, he would have probably solved
  the mystery himself, even given his noted disdain for the supernatural,
  leaving little for the Investigators. In the updated version I'm doing for
  Terror By Gaslight, Vol. 1, I'm deleting that scene and saving Holmes for
  the big battle at the end.) So it's difficult to incorporate Holmes as an
  NPC in an RPG, and it's even more difficult for a player to attempt to play
  Holmes as a character--after all, who could measure up?
  And yet, I do hope someday to design an actual Sherlock Holmes RPG
  myself (if someone doesn't beat me to it). I once proposed it to SJG as
  GURPS: Sherlock Holmes, but at the time the copyright was with the Doyle
  estate exclusively, so you had to get the estate's permission to write
  anything considered fictional (which would include an RPG) featuring
  Sherlock Holmes. And that wasn't likely, since one of the things the editor
  at the time wanted to see was Holmes in other times and settings, such as
  science fictional, something the Doyle estate was very much against. (And
  then I got out of game writing--and playing-- for about 10 years until SJG
  contacted me about doing the Victorian GURPS, but that's another story for
  another time.) What system I'll finally use and what format it'll appear in
  all all up in the air. (I did develop a new, yet familiar, and easily
  playable system for my Rock 'N' Role-Playing Game that's adaptable to other
  genres. And with publishing costs being at a minimum with pdfs and POD
  services, who knows?) In the meantime, I'm expanding somewhat the Holmes
  section in Cthulhu By Gaslight, and he'll also figure in the adventures
  section of the GURPS Victorian book--in whatever format that finally
  takes--and wherever else I can sneak him in without totally destroying the
  concept. (Even in the GURPS Space Atlas there's a Deerstalker Nebula.)
VAE: Pelgrane Press (under arrangement with Chaosium) has just published
"Trail of Cthulhu" which uses the Gumshoe system (created by Robin D.
	    Laws), Are you familiar with the system? Have you considered creating
	    Holmesian gaming based on it?
WAB: No, actually I'm not familiar with Pelgrane or the Gumshoe system, nor
"Trail of Cthulhu." There's just so many companies and systems out there
	    now, it's impossible to keep track, even of those that fall into one of my
	    areas of interest. (I'm always running across things that have apparently
	    been around for a while but that I hadn't heard of yet.) I know that other
	    systems have been used to create Cthulhian games. Hamster Press, for
	    example, uses Chris Engle's Engle Matrix System in all of its games, a
	    couple of which are Cthulhian. (Cthulhu on Campus is one title in the
	    series.) It's an interesting system--not quite role-playing, not quite
	    story-telling, but a unique hybred of both. He also has at least one Holmes
	    book using the system. There's also the recent CthulhuTech book, which uses
	    another different system, but I've not had the chance to examine that yet.
	    If I was going to create Holmesian games or scenarios using a different
	    system, I'd probably stick to my own from Rock Star (which I'm thinking of
	    calling BBURPS--Bill Barton's Unsung Role-Playing System, which plays off
	    the fact that I was unable to get more than barely minimal distribution for
	    the game when it first came out). Or I'd use one that was OGL so there
	    wasn't any hassle with obtaining a license or paying a fee or whatever. But
	    I'd be open to checking out Gumshoe, or anything else, if anyone wants to
	    send me a copy (hint, hint, hint).
VAE: Who are some of your favorite Victorian authors (other than A.C. Doyle).
WAB: H.G. Wells and Jules Verne top the list. If I had to pick one all-time
	    favorite SF novel, it would be War of the Worlds. (Who've guessed?) I
	    remember checking out these huge Verne novels from the local library when I
	    was in grade school and reading them everywhere. (I have a strong memory of
	    carrying around and reading Mysterious Island while grocery shopping at an
	    A&P with my aunt.) I'd also have to list H. Rider Haggard, Bram Stoker, and
	    Robert Louis Stevenson, although it's been a while since I've read any of
	    their works. Rudyard Kipling, too. I enjoy a lot of the modern "steampunk"
	    novels that, although not by Victorian writers, obviously, add more of an
	    SF touch to the Victorian era. Better add Edgar Allen Poe to that list,
	    too. Sometimes forget him since he was so much earlier than the others. Oh,
	    and Lewis Carrol. And Arthur Machen--I've got an unpublished CoC scenario
	    based on several of his stories. Better stop with those or the list will
	    get way too long.
VAE: Tell us a bit about your RPG So Ya Wanna Be A Rock 'N' Roll Star!.
WAB: Okay, looks as though I got ahead of the questions again, as I've
	    talked a bit about it already. The game was sort of a wish-fulfillment
	    fantasy, as I played on and off in a series of rock bands from high school
	    up to just before I got married 30 years ago (plus a few excursions more
	    recently, although none that lasted long). Back in the late '80s, several
	    other local gamers and I got together with the idea to form a game company
	    to publish our own games. (One by one, the others dropped out, including a
	    guy who worked at a print shop and said he could print the games at cost,
	    making it financially feasible . . . until his boss told him he couldn't do
	    it anymore.) In brainstorming for ideas, I started thinking about the
	    Beatles movies and the old Monkees TV show of the '60s, and then the title
	    of the Byrds song, "So You Want To Be A Rock 'N' Roll Star" popped into my
	    head--and that was it. The germ of the game was born.
  I'd written most of the game by the summer of 1988. By then, I and
  the only other one left of the original group had teamed up with another
  small Indiana game publisher who'd claimed to have the financial resources
  to pubish the game. The owner paid for a booth at Gen Con that year . . .
  but by the time the con rolled around, he still hadn't published the game,
  even though I'd turned it in months earlier. So we went to the con with a
  computer-printed version and sold advance copies. With the next year, the
  company owner had taken a job out of state and effectively disappeared, and
  the company went down the tubes. The other remaining partner from the
  original venture also dropped out, but he suggested that I go ahead and
  publish the game myself. It was a scary thought--at the time, no one had
  even conceived of print on demand, and pdfs were far in the future. So I
  sat down and went over parts of the game that I'd not really been happy
  with, redid them, and made other changes, including replacing the
  first--but too long for my budget--sample scenario "Cool Zulus By Gaslight"
  with the shorter rock-festival-based "Sounds of the Vaster Hills."
  By this time, Gen Con 1990 was coming up, so with my wife's
  permission, I sank most of our savings into getting Rock Star printed
  up--barely in time to make the convention--and premiered it there. Sales,
  unfortunately, were below my expectations. I made enough to pay for the
  booth (a mere $300 in those days) and expenses, but not much else. Those
  that actually bought the game were extremely enthusiastic about it, but I
  guess it was just too different for a lot of gamers--not science fiction,
  not fantasy, not horror, not pulp, but a mixture of them all in a modern
  rock 'n' roll setting, wrapped in liberal doses of humor and parody, as
  befitted my original inspirations (A Hard Day's Night, Help!, etc.). The
  distributors, especially, didn't seem to know what to do with it. I picked
  up two distributors--one in California, one in England--and a few
  retailers. Tri-Tac Games began taking it to conventions to sell for me,
  including the following Gen Con, since I couldn't afford a booth again. It
  was disappointing, especially as I considered this was some of my best
  work. It obviously was in some other's opinions as well, as that Gen Con it
  received the Gamer's Choice Award for Best "Other" Role-Playing Game.
  Unfortunately, that was about the time I had to switch jobs, and my
  new job with a book publisher turned out to be even more demanding than my
  previous editorial positions at The Saturday Evening Post and Endless
  Vacation magazine. My game writing--and playing--dwindled down to little to
  less to nothing over the next couple years. (My last published work then
  was my scenario in the GURPS Space Adventures book.) That also left little
  to no time to promote Rock Star. And so it dropped off the scene, too, and
  was relegated to a stack of boxes in our basement. Over the years, I've
  sold a few here and there at various small conventions (and at Gen Con when
  it moved to Indianapolis, and I could afford to attend again) as well as
  over the Internet after I got my Web site started (but still not yet
  finished). Last year, Tri-Tac Games created a pdf of the game for me, and
  it's now for sale on the Tri-Tac Web site. (I created a 20-page Update and
  Errata booklet for the game to go with the pdf version, which I've also
  printed up to go with the print edition.) And I'm starting to look toward
  writing up the dozen or so adventures or supplements I'd planned out years
  ago, for publication now as pdfs and POD books, finally taking the game
  where I'd hoped to 18 years ago, but couldn't afford to at the time. That's
  the history of the game in a nutshell.
  About the game itself (in case anyone is intrigued enough to want to
  seek it out and purchase it, from me or Tri-Tac), it was designed as a game
  that young, inexperienced, or even nongamers interested in the subject
  matter could pick up and get into relatively easily, but with enough extras
  for experienced role-players to enjoy. The game uses a familiar 3D6-based
  system for generating characters (called Rockers, with the GM as the Group
  Manager), with standard characteristics such as Strength, Dexterity,
  Constitution, Intelligence, and so on. I've added a few genre-related
  characteristics, such as Talent (TAL), which determines how well a rocker
  plays an instrument, and Originality, which determines songwriting ability
  and the ability to create original guitar licks, drum patterns, and so on.
  Skills come in three levels--Amateur, Professional, and Expert--and add to
  a rocker's chances of success in rolling against characteristics. As
  attempted tasks become harder, more dice are rolled against the base
  characteristic + skill value. I stick to six-sided dice, again with the
  idea of making it easy for newcomers, who probably have at least one game
  lying around that come with D6. The game also uses variations of those: D3,
  D2, and even a D5 (with 6 as zero). Players can roll up their rockers
  randomly, build them with a bank of points, or take a combination approach,
  depending on how the players and GM want to do it. Quirks are a big part of
  the character generation process, since rock 'n' roll musicians are known
  for being a quirky lot. Players determine what instruments their rockers
  play and what past experience they've had, in and out of bands. Lots of
  emphasis on generating fully rounded characters.
  There's also a chapter on creating bands--determining what kind of
  music the group plays, what instruments and personnel it has, whether it
  has any stage gimmicks, at what point on the road to superstardom it is,
  and how the band advances in its rock career. Another chapter on the
"Worlds of Rock 'N' Roll" gives a general background of intruments; the
  different rock eras, from the '50s to (in the update) today; a rock
  glossary; and various and sundry information on how to be rock musicians in
  a role-playing game. There are also a series of NPCs for the GM to inflict
  on the band (a redneck construction worker, a groupie, an anti-rock
  crusading journalist, and others), reaction tables, and two different sets
  of game mechanics: The 45 RPM version (for quick play) and the 33 1/3 RPM
  version (for more detailed play). Along with the longer "Sounds of the
  Vaster Hills" scenario, there are several shorter miniscenarios covering a
  wide range of pop culture (from SF to westerns to gangsters to Cthulhoid).
  And the book wraps up with several appendixes, from the sample band
  Sherlock & the CDs to a handy D6-based Band Name Generator.
  And that's all for the mere price of $18pp! (Say you read about it
  here, and I'll throw in the Update/Errata booklet absolutely free!) See the
  plug earlier in this interview for the address if you want the print copy.
  Look up Tri-Tac's Web site for the pdf.
  One caveat. Although you can use the game system to create and run a
  serious rock 'n' roll game, I wrote it very much tongue-in-cheek, with a
  host of puns and bad jokes. But if you can overlook those (or maybe even
  actually enjoy them), you can still run a "straight" game using the system.
  Future releases are mentioned at the back of the book--and may now
  actually see the light of day in the near (?) future--but FYI, these
  include supplements covering the horror genre (The Rock 'N' Horror
  Role-Playing Supplement), superheros (Rock 'N' Roll Super-Stars!), science
  fiction (Rock Stars in Space), fantasy (Rock 'N' Roll Fantasy, of course),
  spies (Number One--with a Bullet!), and whatever else I can come up with
  (including, finally, "Cool Zulus By Gaslight"). I may even expand some of
  the miniscenarios, such as "It Came From Tokyo Bay" into full-lengthers
  down the road. (Ideas--I got a million of them.)
VAE: How often do you actually get to game? Do are you usually a character
	    or the GM/Keeper?
WAB: Unfortunately, my time is mostly eaten up by my demanding regular job,
	    and the rest is split between my wife and four cats, writing, my
	    Sherlockian scion (check out http://surrey-shore.freeservers.com for that),
	    and what little free time I can squeeze out for myself. So I don't get to
	    do a lot of gaming myself anymore. Mostly, when I do, I serve as GM/Keeper
	    for playtests of my scenarios, and that's mostly at conventions these days.
	    (I'm running seven events at Gen Con this year, four CoC and three Rock
	    Star/CoC/Rockin' 'Thulhu.) I'd love to have a regular gaming group again
	    (and even get to play from time to time), but getting enough people
	    together at one time and finding a place everyone can meet at has so far
	    proved an insurmountable obstacle. So for now, it'll mostly be GM-ing at
	    cons and occasionally getting enough gamers together long enough to run a
	    playtest.
VAE: What would be your dream game to play?
WAB: Another toughie. Something Victorian, with Sherlock Holmes, the
	    Cthulhu Mythos and Wells' Martians lurking around, but where space travel
	    and time travel are possible and rock 'n' roll began about a century
	    early--and with dinosaurs and superpowers and maybe a few cowboys and
	    pirates thrown in for good measure--and kaiju, too. In short, something
	    combining everything I've already written about or plan (or hope) to write
	    sometime in the future, if the ol' ticker holds out long enough.
VAE: Any thoughts on the future of gaming?
WAB: Only that, as it has in the past three decades, it's bound to go off
	    in directions none of us has even dreamed about, bringing new blood with
	    new ideas into the hobby, while retaining enough of the familiar elements
	    to keep oldtimers like me still hanging in there. Not all that profound a
	    thought, but probably accurate. (Hey--a short answer, for once!)
VAE: Any final thoughts?
WAB: Only that I wish I had the time to do nothing but think up and write
	    new games (and novels and stories based on some of the characters and
	    situations I've written into some of my games). If only that old '50s show
"The Millionaire" were real and Michael Anthony would walk up to my door
	    with a check for one million dollars (or, more preferably, the 2008
	    equivalent), and I could quit worrying about paying the mortgage and the
	    credit card bills and all each month, wouldn't that be great? Ah well. If I
	    even manage the time to write up a fraction of what I have floating in my
	    head (and in my copious notes) and then someone actually likes it enough to
	    buy it, I'll be content.
  Thanks for the opportunity to ramble on like this--I hope it won't
  prove tedious to your readers (or, if so, that you can trim it down
  suitably). Although it's in a barely finished state, keep an eye out at my
  Web site (http://bill-barton-games.iwarp.com) from time to time; I hope to
  clean things up there and start posting some announcements of things to
  come before too long. So in the meantime, Rock On! (And, in the Victorian
  vein, Sherlock On!)
=======================================================================
William A. Barton is the author/designer of the first two editions of the award-winning Cthulhu By Gaslight (as well as the forthcoming monograph Edition 2.1). His other CoC contributions include "The Curse of Chaugnar Faugn", originally published in Curse of the Chthonians, and "The Killer Out of Space", in Cthulhu Now. His contributions to the latest editions of Call of Cthulhu include the 1890s skills, price lists, and weapons and the Mythos descriptions and spells for The Colour Out of Space, Chaugnar Faugn, and the Rat-Things, as well as assorted other tidbits. He is also the author of the M.U. monographs Menace from the Moon, Return of the Ripper, A Cthulhian Miscellany, Crashin Cthulhu vs. Shadows into Time, and several more to come.
Outside of Call of Cthulhu, Bill was a contributor to Chaosium's Superworld RPG and the Companion to Superworld; co-author of the first three editions of Steve Jackson Games' GURPS Space as well as GURPS Space Atlas I (and contributor to GURPS Horror, GURPS Ultra-Tech, GURPS Aliens, and other GURPS supplements); and designer/publisher of his own RPG, So Ya Wanna Be A Rock 'N' Roll Star! A Rock 'N'Role-Playing GameTM. (This award-winning RPG is available directly from Bill for $18 pp. at P.O. Box 26290, Indianapolis, IN 46226-0290; on the Web, visit http://bill-barton-games.iwarp.com the game also includes several spoofs of and references to the Mythos.) He has also served as a contributing editor for past gaming magazines such as Space Gamer and Different Worlds.
Bill currently works as an editor for Wiley Publishing, in Indianapolis, Indiana, a division of John Wiley & Sons (original publishers of Edgar Allen Poe's works). Over the past 27 years, he's worked on the editorial staffs of The Saturday Evening Post, Endless Vacation magazine, and others. He lives in Indy with his wife and four cats. Hobbies and interests (besides CoC and RPGs) include Sherlock Holmes (check out the Web site of his Sherlockian scion, The Hated Rivals on the Surrey Shore, at http://surrey-shore.freeservers.com), Victorian England, the Mythos in general, Fortean phenomena (especially Planet X and alternative archeology), Godzilla (whom he pitted against Cthulhu in several Gen Con CoC events), science fiction (especially Victorian scientific romances, a la H.G. Wells), Biblical prophecy, classic rock (listening and playing bass and guitar), parody songwriting, and others that he rarely has time for.
