I am a certified Forte fanboy.
I've collected every issue. I've written fanfic
about the characters. I've paid for artists at conventions to
do renderings of the characters. I know all the major plotlines.
I know even the minor characters. I know all manner of inconsequential
Forte trivia, and can sit down with other fans and have lengthy
discussions on Forte, its characters, its themes, you name it.
Now if that doesn't define the fanboy as we know it, I don't know
what does.
Of course, we're not talking about a comic here.
We're talking about a Champions campaign.
One that I was in, as a matter of fact, which adds
a twist, as you usually don't find the comic or TV show's biggest
nerds to be one of the co-writers or one of the actors. Yes, I
was a part of Forte. And yes, I am still its biggest fan.
And the guy that just won't let it die.
The Forte campaign started in November of 1987.
A guy named K.C. Ryan, having moved to Sacramento for a job after
graduating Notre Dame, decided a nice way to meet people in his
new town might be to start up a Champions game. It was something
he did and enjoyed in college, and he had this whole campaign
universe already set up, so why not open its doors again? In the
summer of 1986, he put up an ad in a local shop that dealt in
games of all types. A recent high school graduate named Tim Watts
was shopping for a chess set, and happened to see the ad posted
up on the register. He took down the number and called his best
friend since the 5th grade--and fellow high school Champs player--Mike
O'Connell, and suggested they give this guy a call, and maybe
get into a "real" Champions game for once. They met
at K.C.'s place, and after some more players were added (including
an Air Force guy named Jeff Baumgardner and a high school senior
named Kevin Jones), K.C.'s first Sacramento campaign--the Paragons
campaign--began.
The game went for a few months before ending, and
a new game started, set in the same universe, and with some of
the same players (including Tim, Mike, Jeff and Kevin). But the
MidKnights campaign was destined for disaster, thanks to the addition
of new players that weren't meshing with the old. That game ended
and, for a while, everyone went their separate ways.
A few months later, Tim and K.C. ran into each other
at a local comic convention. They started discussing how much
fun their gaming experience had been at the start, and the idea
of trying a new game. This time, the players would be carefully
selected, however, to avoid the pitfalls of the last occasion.
Tim called Mike. K.C. called Jeff. And the four of them, on November
5th, 1987, met at K.C.'s new condo in Roseville, California, took
off their shoes (as you were required to at K.C.'s place to protect
his carpet), headed to the upstairs of the split-level abode,
sat down at K.C.'s oval wooden dining room table, and started
playing a new game, with new characters.
And from there began a Champions game that ran weekly
from 1987 to 1995, spawned a mountain of character art and fiction,
found readers nationwide through the Clobberin' Times Champions
APA that followed its exploits, was home to over thirty heroes
from thirteen players, and lives on still today in convention
games, new fiction and web adventures, and even in a sequel campaign.
Tim created the gruff and smartass martial artist
Phantasm. Jeff created a sorceress from another dimension named
Phantashia. Mike (we all understand by this point that I'm Mike,
right?) created Dr. Jackal, a big furry hard-partying muscle man.
And on the fourth run of the game, K.C. decided to mix things
up a bit, and brought in (gasp!) a girl as a new player...a friend
of his that had never played Champions before. Her name was Kaye
Dunham, and she created a weather-controlling heroine named the
Mist. And those four characters became the founding foursome of
a hero group, based in Seattle, and in K.C.'s ongoing campaign
universe, that would take the name Forte.

Tim, Kaye, K.C. and Jeff at
the Forte gaming table
This was not your typical roleplaying game, for
a number of reasons. The first, I think, was the setting itself.
Most people who've experienced roleplaying games know what the
typical game session looks like. You've got four to eight white
males in their late teens or early twenties, sitting around a
sloppy room (usually a room in a small one-bedroom apartment with
Terminator 2 posters on the walls), with music cranking in the
background, all shouting to be heard over each other, spilling
Doritos all over the already stained carpet and sucking down gallons
of Mountain Dew while the gamemaster tries to keep them interested
in and focused on his wafer-thin plot that usually involves lots
of big fights. And a dragon.
Forte was different right off in that K.C. had a
real home. A nice one. He kept it nice (I refer back to the shoe
thing). It was a grown-up's home. This set, I think, more of a
grown-up mood than what I was used to (moving pizza boxes to find
my character sheet at my friend Ken's apartment while people watched
MTV in the background when it wasn't their turn to punch something).
And it was a more grown-up group. Tim and I were now second year
college guys, and we were the young ones. K.C., Kaye and Jeff
were all older than us, and all had careers going (not Burger
King jobs...again, like your prototypical late 80s Sacramento
gamer). All this just made for an atypical, more mature, more
"upscale" gaming experience.

The original Forte foursome...Mist,
Dr. Jackal, Phantasm and Phantashia
And then there was the game itself. K.C. Ryan is
anything but the prototypical GM. Most GMs out there get their
adventure ideas from the latest issue of X-Men, or from the most
recent Alien film. K.C.'s adventures would very often spawn from
an article he read in, say, National Geographic. K.C. was a reader,
very educated, very aware of the world around him (not just pop
culture knowledge). His runs weren't just fun or interesting...they
were downright educational. When he used a scientific principle
for, say, an item that was stolen by bad guys, he actually explained
the scientific principle. Or if you found an artifact from an
ancient Mayan culture, he had researched and knew about that culture.
This didn't just serve to make the game more enlightening, but
it made it more real.
And he also understands the very basic idea that
most GMs in Champions miss--that Champions is supposed to emulate
comics. And to K.C., that meant GOOD comics. And that meant he,
sage of the silver age he is, didn't just throw out villains to
fight every week, but built actual stories--often multi-part stories,
with subplots, some that would begin and then come back months
(or years) later, and interesting, living, breathing supporting
characters. You didn't just know you had a police contact you
could go to. You knew that contact's name. You knew if he was
married or not. You knew his personality, his background, and
you'd get to see him go through subplots and character development
of his own along the way. That, again, is what makes good comics,
and in turn, what makes good Champions. And that served, again,
to breathe life into this campaign and make it its own seemingly
real world.
He started doing something in the game that he hadn't
in the previous two campaigns, and this also served to set this
game apart and give it its longevity. Record keeping. This isn't
done a lot in games because most games, frankly, don't run that
long. It's an old tale--hey, everybody, come over to my place
and make characters! A GM has an idea for a game and can't wait
to run it. He whips up his handful of villains. His buddies come
over and roll up or create characters, usually while passing the
rulebook around over a bag of chips and some bean dip. Characters
are thrown together--usually characters centered on their powers,
with maybe a background or personality in mind (maybe, but not
always)--and the game starts. The game may run once, maybe twice,
maybe even for a month or two. But it doesn't last. The GM gets
a new campaign idea, people get bored with their thrown-together
characters, whatever.

The original Forte gang...Kaye,
Tim, Mike, K.C. and Jeff
But K.C. planned this thing out with the long-term
in mind. Fortunately for him, he already had an established campaign
world with the history already there and a binder full of villains
to start with. But he didn't rest on that...he constantly made
new villains, new characters, new stories. And he kept records.
By this, I mean that after every adventure--at some point before
the next week's run--he wrote up the "game update"...a
summary of what happened the week before. Aside from the summary
of events and peoples involved, it showed the date of that run,
and that date that it was in the game reality. I don't think he
realized at the time just how important this kind of documentation
was. At the end of the 328 runs of the Forte campaign, there remained
a body of work that recorded it all...a historical document chronicling
the whole game. The immediate benefit during the game was not
having players show up and ask, "What happened last week
again?" We each got our own copy of the typed up report (this
is what I mentioned earlier about me "collecting every issue"),
and could read it before the game started again to get up to speed,
or to catch those details that we might have missed while, say,
we were in the john. The long-term benefit was being able to look
back and look up information important to the current story. To
go with these updates, K.C. also regularly updated the "Forte
Index", a bound and printed listing he gave to us all that
named every character, big or small, in the game, along with organizations
or important places, and what issues he/she/it/they appeared in.
So, for example, you could be about to fight Mighty Mermaid Man
some night. You want to remember what happened last time you fought
him . You could just turn to "M" in the index, find
the issue, pull out that update, and read what happened. Say your
character got married in the game, and you forgot when your anniversary
was. You could look up that issue, and at the top of the page
would be the campaign date. This become more than just informational
in this game the longer it went on. This established a definite,
documented timeline. A timeline that would become very important
as the game went on for years...and the story of the game kept
on going even after.

Artist Aaron "A.T."
Thompson's famous Forte hot tub shot of original Forte
I mentioned players just throwing together a character
on the spur of the moment. Hey, for some people, that's part of
the fun. For some, making characters is more fun than gaming itself.
But hastily thrown-together characters are not conducive to good
long-term gaming. This is another place where Forte was different
from the start, and where the players, not just the GM, contributed.
All of us took time creating our characters for this game. I don't
think any of us imagined how long Forte would last, but I think
we figured it would be for longer than a few runs, at least. So
we put some work into it. We didn't just create powers and crank
out character sheets. We wrote backgrounds for these characters.
We gave them personalities. Motivations. They were actually pretty
complicated people. Speaking as someone who's done a fair share
of GMing myself, I know that the more people put into their characters,
the more excited the GM gets about them, and the more the GM has
to work with. Their personal stories can become major story arcs
in the game itself. And as a player, I know that the more time
and work a player puts into his or her character, the more he
or she is invested in the game. When you've got both the players
AND the GM fully invested in the game and its success? That's
when the magic happens.
So we started with four of us, and with K.C. as
GM, and things started rolling. Immediately, the game was very
satisfying. And fun. It was definitely more light-hearted in the
early days. You saw some drama, but no real tragedy. The characters
all mostly got along (except for that Phantasm/Phantashia sparring
thing, but that was one of the memorable parts of the first year),
and we worked our way through K.C.'s stories and plots with vigor
and pleasure, realizing, soon, that this thing was really starting
to take off. This started being the highlight of the week for
all of us. We'd show up at K.C.'s after work and/or school, usually
around 6:30 pm, relax and chat for a little while and talk a little
about our days or weeks, pour some sodas, and then pull out the
characters sheets. The curtain went up, the lights went out (before
you start thinking we were very scary people, I should point out
that I'm speaking metaphorically), and the night's adventure would
begin.
After that first year, things started to take a
turn. Not a bad turn. But change began. The first change was the
addition of a "new" player. Not a new one, really, but
a returning one. Kevin Jones had gotten out of the Army (NICE
stress fracture, pal), and was back in Sacramento, and wanted
to get back into Champions again. There's a reason why, when a
show goes for a couple of seasons, it's a good idea to introduce
a new character. Why? Because it mixes things up. Kevin, if nothing
else, is a mixer. And I think I can attribute the changes that
took place in the campaign directly to his arrival. Forte was
not to be the same thereafter.

The second incarnation of
Forte. (Back Row): Shrike and Cincoflex. (Front Row): Knightsabre,
Dr. Jackal and Vanguard
Kevin showed up and created a character named Knightsabre.
This came at an important time of game transition. We'd all been
playing the same characters for more than a year, and people were
thinking about trying new ones to for a change of pace. This happens
in comics, makes sense in Champions. I elected to hold on to Dr.
Jackal, making a conscious choice to use him to keep a foothold
on the overall continuity and a link back to the beginning. Tim
made a new character named Shrike, who ended up being (unknown
to Phantasm) Phantasm's son from the future, thrown back to the
past (our present). Kaye brought in a new and decidedly unique
Brazilian heroine named Cincoflex (complete with accent, no less).
And Jeff stepped in with some new guy named Vanguard...a very
mysterious (yet colorful) hero that would become the character
Jeff will always be known for (and as).
So there were new heroes with new personalities.
New relationships formed. Some, very CLOSE relationships. Kevin
decided (we're just friends, honest...) that Knightsabre would
be attracted to Dr. Jackal. This opened a whole can of worms in
the game, things that had never been addressed in any of the Sacramento
games before. The original foursome all dated NPCs, not each other.
But now there was this, and Cincoflex and Shrike started up a
romance about the same time. New layers were added to the game,
for sure. Not the least of which was K.C. throwing a dramatic
twist in where Dr. Jackal and Knightsabre both had similar power
origins (both descended from Scions...long story), and the act
of their "coupling" because of this was driving Dr.
Jackal insane and mutating him into something more bestial. In
the end, Knightsabre had to choose to give up her powers for them
to be able to stay together. And so she did, and that character
was retired, because of the need to make that choice, and Kevin
stepped up with his new character, Synergy. Sounds simple, but
a great gaming moment...actually having to make your character
make that choice...and you as the player having to make that choice
knowing you lose the character. Kevin would take chances and make
choices like that, which pushed the rest of us to take risks and
try new things, too.
That period is what's referred to as the "romance"
era of Forte, when things were sometimes dramatic, but mostly
safe and happy. That was all about to change. K.C. had just started
what was to be a long-term plot centered around a group of master
criminals, joined together, called "Intercrime". Even
he had no idea how big the story was about to become. In a particularly
harsh fight on the streets of Reno, involving some villains connected
to this group, Synergy went down. Unfortunately, the way Kevin
built the character, all his defense was in his force field, and
when he ran out of endurance and then went unconscious for a moment,
it went down completely. It was then when one of the villains
fired...a tough, tough electrical villain with power levels beyond
what we were used to in K.C.'s game. And Synergy died. You have
to understand K.C.'s games and Forte in particular to get the
weight of this. Characters just don't die. It's unheard of. Well,
Synergy just had, and while K.C. felt very bad about it at that
moment, Kevin was fine with it. Why? It was dramatic. It was unprecedented.
It raised the stakes. It was damned good drama.
And it didn't stop there. Very soon after, we were
in another big fight connected to Intercrime (with Kevin's third
character, Thresher, having just joined up), and again, it was
nasty and dangerous. This time we were fighting in a burning building,
and Dr. Jackal and Shrike were both unconscious when a powerful
villain collapsed the whole building on them. Dr. Jackal was very
tough. Shrike was not. It was obvious there was no way for him
to survive it. K.C., realizing this, again felt guilty, and even
tried to back out of it for Tim's sake, suggesting someone could
come along and rescue him, but Tim--inspired by Kevin, I'm sure--said
no, that that wouldn't be right, that he had died, and that's
what happened. The death of Synergy had been one thing. But he'd
been a newcomer to the team. Shrike had been around for a while.
Shrike was the son of Phantasm. Shrike was the love of Cincoflex.
This was magnificently tragic. His body was taken to the hospital
(where Dr. Jackal was having to be resuscitated himself ) with
a weeping, devastated Cincoflex in the ambulance with him. Kaye's
character choice? Cincoflex, in her grief, lost her mind. Kaye
suddenly started playing her crazy, and unstable (her first act
being to steal his body from the hospital and take it back to
their apartment and put it in the cleared-out refrigerator). And
she played her that way...for a YEAR. THAT's called roleplaying.
Suddenly, Intercrime wasn't just a story. It was a defining, major
moment for the team, for the campaign. Now it was personal. Tim
may have lost Shrike, but that perfectly opened the door for the
dramatic return of Phantasm, after Dr. Jackal called him and said
they needed him back...to go after these people, to take them
down, to make them pay for what they'd done. And I decided that
Dr. Jackal couldn't bring himself to tell his friend Phantasm
that one of the dead heroes had been his own son (one that hadn't
even been born yet...but would be. Only to one day be sent back
in time and die in the past all over again?). So Tim had to play
it like he had no idea (but he would find out along the way).
The whole tone of the game and the characters changed, became
darker. Intercrime became a year-long globe-spanning story, one
with more tragedy, more death (Thresher would die at Intercrime's
hand, too, but as Kevin was leaving for the Marines and leaving
the game, this was the only one of the deaths planned out by the
GM), more startling revelations (in the end, the driving force
behind Intercrime was Phantasm's own brother, who was a brief
Forte character named Dash that Tim had tried out before switching
to Shrike). By the end, the team was redefined, established as
a world-class group, and all the characters had been through irreversible
changes. Oh, and in the middle of it? Knightsabre had twins (while
in South America after being kidnapped, no less). Dr. Jackal became
a father.

Post-Intercrime Forte, made
up of Hammer, Dr. Jackal, Vanguard and Cincoflex
In good games, the GM listens to his players, and
lets the player occasionally dictate the story. This was the case
in a side story Kaye had created for the retired Mist. This is
another important point of the Forte game. Characters retire,
but they never really go away. Oh, you may not see them. But we
all knew what our characters were doing, and they would still
show up on occasion. During her Cincoflex run, Kaye would still
bring back Mist for the occasional appearance. In this case, Kaye
was writing a story for Sydney Todd (Mist) where she was chosen
by a self-important extra-dimensional cadre of sorcerers called
the Omicron to carry a child...a very special, very important
child. She was chosen for a number of reasons...and the father
was also chosen. See, this child's spirit was already in existence,
and had to be placed in a human child. They chose her, and chose
the sorcerer supreme, Stephen Strange (in case I didn't mention,
K.C.'s campaign world incorporates not only his own heroes and
villains, but elements from D.C. and Marvel, as well as other
sources (such as "The Man from U.N.C.L.E.")) to impregnate
her and be the child's father. This was a very unique (and very
Kaye) story, and started just as fiction. But soon it became part
of the game, and became part of the next great dramatic Forte
milestone..."D'Arque Bloodlines".
This was actually a story that Kaye, K.C. and I
worked on together...as I recall, during on gaming night when
Kaye and I were the only two players who could make it. The elements
we all worked out together, but the main story was, of course,
K.C.'s (hey, had to be SOME surprises for us). The special child
that was implanted into Sydney Todd was actually the son of the
Forte villain Lucifer D'Arque, a mystical and dark S.O.B. that
had been involved in and killed during Intercrime. But he knew
his own death was coming, and planned a way back...a way to come
back more powerful than he'd ever been. That Dr. Jackal and Knightsabre
were descended from Scions (gods) was established. Their children,
then, were inheritors to godhood and had potential for great power.
D'Arque, though his mystic means, kidnapped a third, unknown daughter
from Knightsabre's womb. He had this child raised in a torturous,
hellish dimension where time ran faster, and when she was of age,
he came and "rescued" her and took her as his lover.
Through his dark powers, joined with her divine bloodline, a child
would be born of them with great power and the keys to godhood
and immortality. D'Arque planned that this child would be born
specifically for him to inhabit, after his death, through a dark
ritual, and his soul would return to the living, all-powerful.
But learning of his plan, the Omnicron stole the
child at the moment of conception, and transferred it, instead,
to Sydney Todd. The attempts of D'Arque (in Hell at this time,
by the way) to find the child, using his beloved, the Forte villain
Hellequin (who no one knew was actually Dr. Jackal's daughter),
became the focus of this groundbreaking Forte story, one with
new drama--thanks to manipulations by Hellequin against Forte
behind the scenes--that included Dr. Jackal's illicit affair with
the still-insane Cincoflex (in his defense, she did have a gun...long
story, and an old campaign joke), his split with Knightsabre over
it (for a time), Cincoflex's suicide attempt, and the kidnapping
of Mist's child, Caleb, all leading to a dramatic showdown reuniting
all (living) members of Forte at the very site of the team's incarnation
(an observatory from Forte #1) with Hellequin. Revelations abounded,
the fight to rescue Sydney and baby--and stop the resurrection
and ascension of D'Arque--was deadly and frantic, and but minutes
after Dr. Jackal found out Hellequin was the daughter he never
knew existed, the same villain was killed by Tim's newest character,
Hammer, to save the life of Sydney and Caleb. Everyone rushed
from the burning, collapsing observatory where the team had first
began...and the last one out was Dr. Jackal, walking out of the
flames carrying the broken, lifeless body of his own lost child.
Or, you know, we could have had a campaign with
adventures like, "Okay, you see Dr. Deathmonger robbing a
bank..."

A new player, Randy Auer,
joins the team with his character Anvil (front). And Dr. Jackal
has left, replaced with Mike's new character Twostep (back left)
Forte was about drama. It was about story. It was
about character. It was epic. Coming to that game every week was
like waiting for that next episode of that show you love so much
to come on. You just can't WAIT to see what's going to happen
next. We all worked at it. K.C. didn't have to carry that burden
all alone. He had to make these stories, but he had players that
made his work worthwhile, and gave him many springboards to create
news arcs and tales. It never got stale. Never got old. K.C. never
let it. The minute things started getting too safe, too routine?
Suddenly, an alien race invades the Earth. This was the famous
Saoshyant invasion, another turning point in the game. He didn't
just have some aliens show up and fight the heroes and go away.
He set off a global E.M. pulse that wiped out all technology...everywhere.
He left his own campaign world back in the dark ages. And after
the defeat of this race and the near-destruction of the Earth?
The aftermath of the invasion and the pulse didn't magically go
away. From that point on, our characters lived in a world that
was constantly rebuilding and recovering, where technology was
coming back very slowly. To have the balls to pull the plug on
your game world like that is to have both faith in your GMing
abilities and faith in your players. K.C. had both.
And there were new players to come, as some had
to say good-bye. Tim was the first to leave the game, but it wasn't
long before Kaye had to as well. With Kevin already gone, this
left me and Jeff, and it's kind of hard to run a hero team with
two characters (that sort of makes it a duo, not a team). Jeff
had mentioned a guy he knew as a possible candidate for Forte
membership. I clearly remember that night K.C. called me to discuss
this. We had had it so good for so long, with a chemistry that
worked so well. I was afraid that changing things...changing people...would
be the death of Forte, and I let him know that I'd rather see
the game just end (as terribly as I'd miss it) than to just keep
it going for the sake of keeping it going and having it turn into
just another Champions game. I was reluctant. But we decided to
give Jeff's friend a try. His name was Randy Auer, and he showed
up with a character named Anvil. As for how he worked out? It's
over 10 years later, and he's still a good friend of mine. And
he was in the campaign until its very last issue...even after
I had already left.
Randy was just what we needed, someone who, too,
was a fanatic for character and story. As a player, he questioned
everything. The things other players/characters might just accept
as the norm and roll with? Not him. He always did the unexpected,
like trying to talk villains down (and sometimes succeeding) instead
of just fighting them, or sometimes even making a deal and letting
them go. He and Jeff and I became the "three musketeers"
era of the campaign, when we were just a trio for a while. I'd
finally retired Dr. Jackal by then and had brought in my character
Twostep, and he, Anvil and Vanguard lent themselves to stories
of action and high adventure, including the great "Kromatis
Victorious" storyline that delved into Vanguard's origins
and sent the trio racing, hunted, across Europe.
More change would come. Soon another friend of Randy
and Jeff's joined up, and the group was a foursome again. Jim
Kletzing was another natural to the game, bringing another unique
playing style to the mix and enriching the game, and the roleplaying,
further. He played the characters of Armature and Tomarssuk (a
mystical polar bear that can take the shape of man, which, despite
how it sounds, turned into one of my favorite gaming characters
I've ever seen, and absolutely hilarious roleplaying from Jim).
Randy later added the tragic girl named Chill, and Jeff started
up his third and final character in campaign, Telesis, a telekinetic
girl on the run with her baby, fleeing an abusive marriage to
a dangerous mobster. Who later turned out to be the brother of
my character, Twostep. That, in itself, is a long story.

New Forte players would come
along, including Adam, Jim and Randy
One that finally came out when I suddenly had to
leave the game. I'd played in Forte once a week from 1987 to 1993,
but now, I was leaving the state, moving to Arizona to follow
true love (and in retrospect, I probably should have just stuck
with the game...). I'd designed Twostep with a complicated, and
secret, origin. Forte knew him as a super-powered SHIELD agent
named Nathaniel Pharaoh. In fact, that was not his real name.
He'd been born James Caleb Bane, a son in the infamous Bane crime
family in Texas. He'd turned on his family in his late teens,
and was going to testify against them, when the convoy taking
him between safehouses was attacked and bombed. He was presumed
dead. When the case all went bad, the powers that be (UNCLE and
SHIELD) decided to let the world keep thinking he was dead. Given
a new face during his reconstructive surgery for his wounds, he
was invited to join SHIELD. Where, along the way, he gained super-powers
through experiments with a rogue SHIELD scientist, gained them
in a way very illegal by the U.N. charter that governs SHIELD.
Not long before I was to leave the game, something
happened. I, as Twostep, was fighting some gang members. Frankly,
I just rolled the dice way too good. In yet another Forte accident
turned dramatic, I killed two of them. When it suddenly turned
out I'd be leaving the game, this became a part of Twostep's exit,
and the resolution of his story. The other experiments by this
scientist has all turned bad....had all gone crazy and gone villain.
Now it looked like the same was happening to Twostep...he'd "lost
control" during the fight, causing the deaths of the gang
members. A warrant was out for his arrest. Instead of turning
himself in, Twostep fled. And the other players had to deal with
this, which was great. They didn't know anything about his past
or origin. He contacted them and spilled it all, asking for their
help to find this scientist to reverse the process. They did so,
and his powers were removed. But now, while wanting to answer
for his crimes, Twostep told his teammates there was one thing
he had to do first. Something he'd been running from too long.
He had to go back and take down his family, once and for all.
He would then turn himself in as Twostep. Anvil and Armature agreed
to let him go and lied (to both authorities and other Forte heroes)
about not seeing him or knowing where he was. Twostep then vanished.
That was my last night in the Forte game. I'd been there for 221
issues, and for five years. My part in the game was now over.
Well...mostly.
I was off in Arizona, and the game went on back
in Sacramento. K.C. would mail me the game updates (and later
e-mail them to me as we caught up to emerging technology) and
I'd get to enjoy the stories from afar. There were more new players
in that last couple of years. Adam Johnson came in with the energy-blading
Lightsedge. Andrea Roscoe joined the game with the overly aggressive
native American heroine Moondancer. Jim Monday introduced Tripwire,
the Russian strongman, and Logan Waterman stepped in with the
martial master Secundus. Some old faces returned while I was away.
Kaye was back in the game for a while, and started with a new
character, the teleporting ex-villain Nightshift. And old friend
of most of us, Aaron Storck, who had guest-starred in the game
when visiting from San Diego as the hero-for-hire named Grav,
moved to Sacramento and joined for a while as the out-of-retirement
silver age hero Electro Man. And another friend of our group,
Ben Bellot--who ended up married to Kaye--joined along with Kaye,
bringing the character Hologram in. Things somehow managed along
without me (can't imagine how), and K.C. went on creating great
stories for a new group of players. I did, however, fly back in
town for the big anniversary. Forte hit #300, and most of the
former players returned to K.C.'s place for a big game session
to celebrate the milestone.

At the Forte 300 event. (Back
row): Aaron, Andrea, Randy, Mike, Kaye and Ben. (Front row): Jim
K., K.C. and Kevin
I missed the Forte game world, and was sad that
I never got to fully complete the overall Twostep story. At the
time, I was part of the print edition of the Clobberin' Times,
and I decided to use that as an outlet to explore to what happened
to Nathaniel Pharaoh after he left Forte. As we'd always seen
Forte as a comic (part of a comic company we dubbed "K.C.
Comics"), I decided that Twostep had gotten his own spinoff
comic...one that I called "Pharaoh". So I wrote these
stories in the 'Times, the tale of a now powerless, haunted man
who infiltrates his own criminal family (with a new face, so he's
not recognized) to gather evidence against them and take them
down. It was mostly self-contained, but occasional Forte stuff
would creep in, like me using Anvil a couple of times. In fact,
after the Forte 300 game was over, I ran a quick "side game"
for Randy, playing out the moment when Pharaoh first returned
to Seattle, a changed, darker man (missing a couple of fingers),
enraged that Forte had let Telesis and her baby die (which, he
found out, was all a staged hoax by Forte to help her escape her
husband). Later, in the Pharaoh stories, I had to "borrow"
Telesis, as her origin was tied to Pharaoh's, in a story that
Randy and I plotted and wrote together called "The Jennifer
Sanction" (sequel to "The Jennifer Chase", the
five-part story arc in the Forte campaign that wrapped up the
Telesis character after Jeff had left). All this I made a part
of the Forte ongoing timeline. And Pharaoh, I'd have to say, was
the first real beginnings of what I call the Forte Expanded Universe.
The campaign itself finally ended in 1995, just
two months shy of its eight-year anniversary. I wrote a letter
to the latter-day players, and sent it to K.C. to copy and give
to them before that final run began. It congratulated them, talked
about the end of an era, thanked them for carrying on for the
rest of us, etc. The game could have just kept on going forever,
it seemed, but K.C. had to follow a new job to a new state, and
there's not much that can be done with a game after that. Forte
#328 was the final issue of the campaign that had meant so much
to everyone involved, and set the standard for what we all thought
Champions should and could be.
It was over, but NOT completely. See, there's this
annual tradition that started in 1990. That was when some of us
who were members of the Clobberin' Times decided to start getting
together every summer at the San Diego Comic-Con. Aside from being
a fun way to spend a week, and a chance to hook up and see everyone,
it afforded the opportunity for a little gaming. The game tradition
began with what was called the "Clobberin' On Infinite Earths"
game...where each person would play their best-known character
from whatever campaign they were in, and they would all be drawn
together in a big cross-dimensional adventure to (what else?)
save the universe(s). After the Forte game ended, that was the
only chance for the Forte characters to get together again. And
that was a fun time to answer questions about what your character
had been up to, and what they were doing currently in their life.
Granted, these only happened once a year instead of once a week,
but still, it was a way to keep the Forte timeline going.
I began to run Con games, and to run Forte games
(sometimes it was mostly Forte people that showed, so it was just
a Forte game). This was my chance to take over the Forte universe,
to tell everyone what there characters were up to (if they didn't
know themselves). Aside from Pharaoh, I had some other additions
to the Forte timeline. I'd written a story called "D'Arque
Dominion" that wrapped up the Lucifer D'Arque saga, and reunited
Dr. Jackal with his lost third daughter...this one from an alternate
Earth. Running the game, I was able to insert this story and its
events into Forte continuity. That, along with other elements,
like the new Paragons team that Kevin and I had created for fun.
Not able to just let this world I knew so well just go away, and
wanting to know what happened to all the characters in it, I would
keep adding to it. I built a web page called "Forte.com"
(didn't get that actual domain) that I set up as though it was
built by Vanguard for the Forte characters, a way to access the
team database. I'd add stories and events there. For example,
when Jeff let us know at a Con game that Vanguard had proposed
to Telestar (his long-time romance in the game...not to be confused
with Telesis, mind you), I knew we'd have to run the wedding of
Vanguard as a Con game the following year. But in the meantime,
I wrote up a description, written by Dr. Jackal for the team database,
of Vanguard's bachelor party. Who was there, what happened, etc.
And I wrote an e-mail from Dr. Jackal to Mist and posted it there,
one that was mainly a chance to express what was happening in
his life, but also for me to talk about what was up with some
of the other characters. Little by little, I was making sure that
Forte went on.

Twostep, Cincoflex, Anvil,
Hammer and Vanguard taking care of business
All this was part of the Forte Expanded Universe...or,
the post-campaign continuity. I'm a big Star Wars fan (not a fanboy,
like I am with Forte, but at least a fan). One of the best things
to happen for Star Wars fans was the introduction of the Star
Wars Expanded Universe...all the novels that took place after
the movies. Granted, some of them were pretty bad and I was unable
to finish them, but they eventually got good...especially the
New Jedi Order series. Let's face it...if people love these characters
in Star Wars so much, it makes sense that they'd love to find
out what's happening with these characters in the next five, ten,
twenty years of their lives. The NJO books, the most recent events
in the SW timeline, take place twenty-five years after Return
of the Jedi. Since then, Han and Leia have married and had kids,
and their kids have grown up into teenagers and are Jedi themselves,
and characters all their own. And not characters that were just
introduced all of a sudden. Fans reading all these SW books in
order over the years have gotten to watch them grow up.
I mentioned record-keeping in this game, and the
dates kept careful track of. Children were born to Forte heroes,
most born during the campaign itself. I started a list a long
time back, keeping track of the birthdates of as many characters
as possible...just to keep track of how old they're getting. I
listed on there the birthdates of the kids, too. Looking at that
list recently, I was shocked to realize that Dr. Jackal's twin
babies, that had been born as I sat there at the gaming table,
were going to be turning fifteen this year. Fifteen years old.
The first thing that made me realize was that I've gotten really
old. The second was how fortunate I am. How many gamers are able
to say that they played a character so long that that character
fell in love, married, and had children during the game, and are
still playing that character (even if annually) as his children
become teenagers. In real time. Wow. The third was that I, as
a fan (and a fanboy) of Forte, want to learn about the people
that these kids are turning into. There are so many stories waiting
to be told with them! And with Dr. Jackal, and how he and Knightsabre
are dealing with raising teenagers. And how Mist is dealing with
raising a mystical "promised one" who himself is now
14, and how she's doing running an UNCLE branch in San Francisco.
And how Phantasm is dealing with raising his son Shrike (also
14 this year), knowing that his boy, in the future, came back
in time and died, and having to wonder if it's going to happen
again. And what Vanguard's life is like in New York, married to
a member of the all-girl group Angel Flight (a group that Chill
joined after the campaign ended) and hanging out with them, and
waiting for his kids to be born. And how Anvil's marriage to Erin
O'Day is going, the long-term Forte NPC private eye that he fell
in love with during the game.
My desire to answer these questions is at the heart
of the Forte Expanded Universe...and the reason why I'll always
make sure the Forte timeline keeps on running, one way or the
other. My partner in this has been Aaron Storck, the player of
Electro Man. He and I ended up roommates for a few years, and
since we were both living in San Diego and therefore hosting the
big annual gathering, we also became co-GMs of the Con games.
Together, we've sort of taken it upon ourselves to carry the torch,
to keep it all alive and breathing for everyone. We spent just
way too much time sitting in our apartment, smoking cigars and
talking about all this (between basketball games and episodes
of Firefly...), scheming, plotting and planning. Con games became
not quite enough. With the age of the web page upon us, we had
an outlet to post up and share information with others from the
game. Be it fiction, or write-ups on Expanded Universe details
like Aaron's creation of Armor Security in L.A., a rebirth of
a concept from the old Forte game that's been given new life and
a strong new place in the Forte universe.

A Forte cartoon drawn by gamemaster
K.C. Ryan
The biggest boon to the Expanded Universe, however,
has been Forte 2000. I just had this idea one day, and I shared
it, via e-mail, with my fellow founding Forte players...Tim, Kaye
and Jeff. I asked them to imagine that we all ended up back in
the same city again, and that K.C. was starting up his game again.
It was still Forte, still in Seattle, but a whole new group of
heroes. This all came from me wondering what Seattle was going
through, so used to having a hero team all those years, and suddenly
not having one any more. Would a new team step up to take up the
call? I imagined this new team as a new K.C. campaign. And I asked
my fellow founders to, just for fun, make up the character that
they'd play if all this was the case. Tim gave me Rainier. Kaye
gave me Tinker. Jeff created Max.
As it turns out, they all made GREAT characters.
Too great to waste. This is the point where it became official...I
had taken over K.C.'s game. Adding in my own character of Seahawk,
I inserted this team into Forte continuity. I wrote their origin.
I built a web page with all the information on the new team and
its characters, and started writing fiction for them. And not
long after, and opportunity came up for an actual live game. Ben
and Kaye were living in L.A., only a couple of hours away from
Aaron and I. And Kevin, back in Sacramento, occasionally flew
down to hang out and visit with us. We couldn't have a weekly
game like in the Forte days, but every once in a while, it looked
like we'd be able to pull it off. So, just like Forte, it was
decided that the team started with four, but new characters were
added over time. The team's origin happened in 2000. The new campaign
would begin in 2002. For two years, Seahawk, Tinker, Rainier and
Max had adventures (which I started writing fiction about), but
now, they were going to share the spotlight with some new faces.
Aaron created Dyna Girl, the daughter of his original Forte character,
Electro Man. Ben created Moonspider. Kevin created the speedster
called Vortex. And because it just made sense to insert her in
the team (since she was now hanging around Seattle with powers,
and because it was handy for me, as a GM, to have a teleporter
on the team that could transport the whole group around), I added
in Dr. Jackal's alternate Earth, slightly older daughter (time
difference between the two worlds...work with me) who now called
herself Nightsable. One weekend when Kevin was in town visiting
us, we hopped in Aaron's car, drove to Orange County, and, at
Ben and Kaye's home, began the sequel campaign to Forte.
Sadly, more moving happened, so we were only able
to manage two lives runs and one online game, but it was enough
to get the ball rolling. Now the Forte 2000 site is filling up
with material, with new stories being added by me, Aaron and Kaye,
fleshing out the events in the team's history. Aaron's Dyna Girl
origin has tied her heavily to Armor Security, and he's taken
that team as his own and made a great, fun team to further flesh
out the Expanded Universe. And he's currently working on a British
team. I'm also at work on the Paragons page, detailing that team,
and another Forte world group to be announced soon. Plus, with
the Clobberin' Times Online now up and running (and therefore
my excuse), I'm writing new Forte character fiction, such as in
my "Forte '05" page, with new pages to come. And in
the months and years that follow, I plan to finally put the whole
Forte timeline together on a web page, and also put as much of
the old Forte material as possible (the updates, the art, the
old fiction) online to share with as many people as want to see
it.

Forte members in San Diego
in 2002. (Back row): Adam, Jeff, Tim, Jim. (Middle): Kaye, Randy,
Aaron, K.C., Ben. (Front): Mike
I do this all because I love Forte. I love everything
about it. Without ever being a comic, it's become what I believe
to be one of the best comics ever written. I care about all these
heroes (as one does in a great comic), and I want to keep finding
out what's happening to them. I want all the work accomplished
by my fellow Forte creators--my friends--to live on, to keep evolving.
And Forte is alive to me. It's that detailed, rich world that
K.C. created for all of us to share in, almost twenty years ago,
and it's still a part of me. Of all of us.
So I will write my stories. I will run my Con games.
I will, hopefully soon, run new Forte adventures for the Sacramento
guys (Randy, Adam, Jim) now that I'm back in town. I'll keep plotting
and scheming with Aaron. I'll keep putting up new web pages. And
I'll make sure that the legend of Forte, as long as I have a say
in the matter, will never die.
All because I love Forte.
And because I'm a Forte fanboy.
