|
Bob,
So I was sitting
around downloading music from the past off the Internet
when I heard a song that reminded me of the trip to GenCon.
I sat back and thought about it for a minute and realized
that the best part of that weekend was the Crisis game that
I bought. So I went to google.com and looked up crisis board
game. It was the third or fourth entry on the search. The
board is different (cosmetically anyway) from the one I
bought 11 years ago, but otherwise has it changed at all?
So as "Normal
Bob Smith", are you actually one of the Brothers or someone
affiliated with them? I met the guys when I bought the game
at GenCon and I think there was a Bob in the group.
Is it cool if
I use the new card ideas in our game? I loved a couple that
I read the other day.
Dan Bench
|
Yes, I
am the Bob of those brothers.
Rick and
I have kept the game almost exactly as it was. I have redesigned
its look and a few rules have been straightened out to make it
play smoother and easier. Rick and I went through and wrote a
lot more cards for the new version too. Feel free to write them
into your game.
I still have high hopes
about somehow making enough money to produce these games and sell
them on my site. It's a big dream but I'm going to try and make
it happen somehow. The only thing we lack is dough.
Take care of that game
you got.
Bob

A
Twisted Laugh at You
|
Every
time I receive a request for Crisis, a little part of my heart dies...too
much, you think?!?
Fuck you, Crisis was my baby! And it is at these moments that I
feel a strong need to tell the whole story. So, this is the time
and here is the place.
Many,
many years ago (1990) in a land far, far away (Colorado) my brother
and I began work on a boardgame. It was a complete accident that
we had a concept for what should be the new standard in boardgames.
A game like REAL life. Players get kicked out of the house by their
parents and must suffer being pelted with life's trials, temptations
and maimings. It was a race to survive and then ultimately die.
The "Crisis" experience contained the comedy of pointing and laughing
at a serious car crash combined with the sarcasm of our cynical
hearts.
After
producing a proto-type, submitting it to game testers and earning
rave reviews, we were able to justify producing 1000 copies. After
seeing only a rough proto-type, a chain of game stores agreed to
reserve shelf space in all of their stores. For working stiffs (like
ourselves) we could not keep up with the supply and demand. As fast
as we could assemble them, they were sold. With the kind of response
that we were receiving we were certain that it was destined for
greatness. However, we were aware that because of our game's controversial
content it would not be a consideration of the board game giants
(Milton, Parker,Toy R Us, etc...)
Enter
Rob Lightburn.
|
We
never intended to earn a living from this game. We only wanted
it to be available for the masses (and reap whatever lame-ass
fame comes along with making a board game). We had to pass
the torch and we were willing to give up almost everything
to preserve its integrity and originality. Rob provided a
promise and a contract. After lawyers, references and many
discussions we signed. We only wanted Crisis to move forward.
We couldn't have been happier. Here was a guy who appeared
to be as enthusiastic as we were and he wanted to produce
our game.
Crisis
was a designed, developed and play-tested sure thing. The
contract allowed 2 years to have it on store shelves. But
Rob couldn't focus. It seemed that the only reason a contract
was drawn up was so he'd have another token to validate his
business. As the press date drew closer we could see that
very little progress was being made. He couldn't seem to hold
onto employees and was inept when it came to finding game
assemblers. Our phone calls with him were exhaustive. Talking
with Rob was like trying to hold a conversation with a display
shelf of Furbies. Worst of all he was buying up the rights
to several more games, and our conversations with him were
90% other games. I think that he thought that we cared.
During this time he also had the whim to open up a chain of
game stores. His responsibilities were growing fast and it
didn't take long before Crisis found itself at the bottom
of his priority list.
|
| Where
was all the money for this coming from? Rob's earnings?
No. His shrewd investing? Yeah, right. His 1999
RISK tournament championship. |
 |
|
I'm
sure that was a well spent 83 hours. If Rob ever
earned a dime it was for being payed to shut the
fuck up.
His father patented those little plastic containers
for 35mm film. That's BIG money. It is our guess
that everything Rob had was on his dad's dime.
Little did his dad know that by doing this he
would halt Rob's journey into adulthood. Thus
creating Rob Lightburn, Professional Hobbyist.
And why was he such a successful hobbyist you
ask? Because you never have to finish anything
and you can't get fired.
I suppose Rob's dad came to the realization that
if he did not finance his son's life he would
be destined to co-exist with Rob like a festering
goiter.
|
|
|
The
contract became null and void when he didn't reply to our certified
letter. The letter called him on his failure to produce Crisis within
the allocated time. Five months passed before he stumbled upon our
letter (I'm sure) and made a frantic telephone call to us. When
Rob realized that we were unsympathetic, it turned even uglier.
He demanded that we owed him thousands of dollars (for wasting his
time and resources). He even suggested that we sell him the Crisis
logo (the logo that he had locked up with a Trademark Pending under
his name) for some unforeseen future project of his down the road,
maybe. In true Rob fashion he was still trying to fill that scrapbook
he calls a career. If Crisis had to die, it's better that it died
on our shelf instead of his.
|