Wild Cards has come full circle.
For those unfamiliar with it, Wild Cards is the popular shared-world
anthology published by Bantam Books about a world very similar to ours in
which some individuals have super powers and abilities. The series attempts
to take a realistic look at the effects such individuals, called aces, have
on the world, and the effects their powers have on them.
Its origins lay in a long-running Superworld campaign with George
R.R. Martin as GM and a group of Albuquerque, N.M., science fiction writers
as players. This group included later Wild Cards contributors Gail
Gerstner-Miller, Victor Mila'n, John J. Miller, Melinda Snodgrass, and Walter
Jon Williams.
We all had a tremendous amount of fun with the RPG campaign, but we were
also spending a great deal of time and creative energy on it. George Martin
alone has a portfolio of over a hundred NPCs and guest villains, some of
whom still haven't seen the light of day. George figured that there had
to be some way to make money out of our shared obsession, so he decided
to turn it into a shared-world anthology. For those un-familiar with that
term, a "shared-world anthology" is simply a book or series of
books wherein a group of writers invent characters that they place in a
shared, co-invented setting. The writers then also swap characters, using
them within each others' stories.
George and Melinda Snodgrass developed the parameters of the Wild Cards
universe. They decided on a common origin of the superhuman powers. They
also devised the card terminology (ace, joker, black queen, etc.) that permeates
the books. George then sent out invitations to writers he thought might
be interested in working in such a universe, including fellow Santa Fean
and multiple Hugo and Nebula award winner Roger Zelazny, Lewis Shiner, Pat
Cadigan, Howard Waldrop, Edward Bryant and Stephen Leigh.
The response was enthusiastic, and the Wild Cards series began
to take shape. The first Wild Cards book starts in 1946 with Dr.
Tachyon's arrival on Earth. Tachyon is a Psi Lord from the planet Takis.
He comes to Earth in what ultimately is a failed attempt to prevent his
family from using the Earth as a testing ground for Xenovirus Takis-A, or
as it's popularly known, the wild card virus.
The virus is a genetic tool engineered by Tachyon's family to give everyone
exposed to it extraordinary mental and physical powers. Unfortunately, it
works only part of the time. Ninety percent of those who are infected it
go through terrible transformations and die horribly. In wild cards terminology,
these individuals are said to have drawn the black queen. Nine percent of
the virus' victims live through the experience, but as twisted, malformed
wrecks known as jokers. A mere one percent of those who contract the virus,
one in a hundred victims, are the lucky ones. They draw the ace from the
deck of the wild cards and are blessed with superhuman powers and abilities.
The virus exploded over the skies of Manhattan on September 15, 1946, and
the world was forever changed. Ten thousand drew the black queen and died
that afternoon. Over a thousand became jokers and lived on, wishing
they had died. Eventually most of these jokers ended up in Manhattan's
slum areas, the Bowery and Lower East Side. As more and more victims of
the virus joined them, the region they inhabit came to be known as Jokertown.
Wild Cards follows Dr. Tachyon and the first aces, the Exotics
for Democracy, through their initial successes on the inter-national scene
and subsequent downfall during the dark McCarthy years, up to the relative
enlightenment of the current day.
Book II in the series, Aces High, tells what happens when the Takisians
return to the Earth to check on their experiment. Book III, Jokers Wild,
follows the events on a single day in New York City, the fortieth anniversary
of the first Wild Card Day, and Book IV, Aces Abroad, looks at
what the wild card virus did to the rest of the world. Down and
Dirty, the last volume in the series currently available, returns
the action to New York City where the Mafia and the Shadow Fist Society
are fighting for control of the NYC underworld while a virulent new form
of the virus strikes terror into the city.
There will be at least seven more books, including solo novels. The series
has proven very popular and will likely continue as long as the popularity
lasts, because the Wild Cards universe has so many stories in it
that we will never have the problem of running out of material.
The popularity of the series has led to the appearance of Wild Cards
in other media. Epic Comics, a division of Marvel, will publish a four-issue
limited series this winter. This limited series will not be a straight adaptation
of the previously published volumes, but will consist of new stories and
will also reveal the origins of some of the most popular Wild Cards
characters.
Also due for release in the summer of 1989 is the RPG version of Wild
Cards, which will be published as a GURPS worldbook
by Steve Jackson Games.
GURPS
Wild Cards is written by long-time Wild Cards
contributor John J. Miller, the creator of such characters as Daniel "Yeoman"
Brennan, Jennifer "Wraith" Maloy, Father Squid, Chrysalis, Billy
"Carnifex"
Ray, and the ever-popular and delightful Ti Malice.
The last chapter covers gaming in the Wild Cards universe. It discusses
choosing a character from the series and also provides guidelines for creating
your own aces and jokers. It offers advice in running a scenario that is
faithful to the philosophy and atmosphere of the series, and discusses the
Wild Cards approach to various super-cliche's such as hero and
villain groups, costumes, and the use of secret identities. Also included
are several short adventure seeds to get you started on your own Wild
Cards scenario, ranging from adventuring in Vietnam to breaking up
drug rings to swarm busters to professional wrestling in the Wild Cards
universe.
Although the Wild Cards authors have stressed realism throughout
the series, it doesn't mean that RPG campaigns have to be grim deathtraps,
depressingly realistic, or even entirely serious. Wild Cards heroes
have battled social injustice, crazed criminal conspiracies bent on world
domination, normal criminal conspiracies bent on increasing their bank accounts,
alien invasions, and even great apes suffering from the compulsion to kidnap
blondes and carry them to the top of the Empire State Building.
As we've discovered in writing this series, sometimes it doesn't matter
how strong your character is, or that he can lift tanks with the power of
his mind or hurl fire with his bare hands.
But sometimes it does.
(Back to Roleplayer
#16 Table of Contents)