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"Buck Rogers"
TSR Games, Books, Etc. (1988-95)
The year is 2456. Earth is a polluted ruin, dominated by seedy urban sprawls and
fortresslike arcologies. Its resources are tightly controlled and exploited by
RAM (Russo-Allied Mercantile), an evil corporation from Mars. Earth's various
power groups are played off against one another by a puppet government
controlled by RAM.
The year is 2456.
Mars is heaven, a terraformed wonderland backed by a monolithic power, combining
the worst of socialism and capitalism. Genetically modified Martians swarm
through the Corportes Metroplex, sail the polar Borean Sea, and ride into space
via the Pavonis Space Elevator. Mars is a planet of wonders, made possible
through the complete control of Earth's resources.
The year is 2456.
Venus is partially terraformed, its own space elevator in ruins. "Normal" humans
do the continents of Elysium and Aphrodite and sail the thick atmosphere in
huge, baloonlike aerostats. The deeps can only be reached by humans severely
modified to withstand the pressurean alien race that is all too human.
The year is 2456. The Lunar Colonies are isolationistic, blowing everything out
of its nearby space. Earth's orbital colonies are already space-borne slums, as
the richer operations have moved into the Asteroid Belt and the Jovian Trojans.
A Mercurian royal family hordes Mercury's energy and metal with a string of
butterfly-shaped solar collectors.
The year is 2456. Mankind has never reached for the stars. Star-drive remains an
impossibility. Mankind has tinkered with its own genes, creating an aquatic race
beneath Earth's oceans and even the ice of Ganymede, a race of fliers deep in
the heart of the Jovian atmosphere, and a line of cyborged men mining the rings
of Saturn. Computers are a meld of technology and organic wizardry. Starships
are piloted by the minds of long dead whales. Your best friend may be a
computer-generated persona.
The year is 2456. Mankind, in all his myriad forms, acts as he has always acted:
greedy, power-hungry, irrational. Many are oppressed by the few with power. The
time has come for a hero.
The year is 2456. Buck Rogers arrives.
Welcome to the future.
The Buck Rogers world is the product of a great number of people. TSR began its
association with Buck Rogers when Lorraine Dille Williams, granddaughter of John
Flint Dille, the newspaper syndicate owner who originally conceived of and
promoted Buck Rogers, became the chief executive officer of TSR. Her brother,
Flint Dille, drafted a preliminary "bible" for the Buck Rogers world, with the
provision that Buck return to its initial character: telling classic adventures
in a plausible future.
Thus, the goal was to design a plausible twenty-fifth century world. But
predicting the future is a dangerous business, a deceptively difficult task
because we are poised at the end of a generation of science fantasy. Further,
any attempt to predict the future is sure to spark debate, as Buck Rogers has
since its birth in 1928.
A development team was formed at TSR, which consisted of creative and marketing
executives Mike Cook and Michael Dobson and game designer Jeff Grubb, who wrote
the first TSR "bible" for the Buck Rogers world, based on meetings with the rest
of the development team, including Jim Ward, Warren Spector, and Jeff Butler.
During this time, the project was at the drawing board, so to speak. Artists
Jeff Butler, Mark Nelson, John and Laura Lakey, Clyde Caldwell, Jeff Easley,
Diesel, and Tim Paul gave the world a visual sense, with ideas from Chrsti Marx,
Brian Augustine, Mike Pondsmith, and Len Strazewski.
Next, [they] moved toward putting the concepts into concrete form, first the
BUCK ROGERS Battle for the 25th Century Game, designed by Jeff Grubb with Flint
Dille. Free-lance designer Mike Pondsmith provided new ideas, editorial
suggestions, and a fine-tuned bible for upcoming products such as [the Buck
Rogers: Arrival] book, which was an invaluable aid to editors Mary Kirchoff,
Pat McGilligan, Eric Severson, and Jim Lowder.
And along the way, an unofficial support team of free-lance futurists and anyone
else with an opinion provided ideas, enthusiasm, and knowledge: Buzz Dixon,
Augustine Funnell, Steve Gerber, Harold Johnson, S.N. Lewitt, and Frank Miller.
Games

Battle
for the 25th Century Game (July 1988)

Dragon Magazine Issue #157 (May 1990)
View Article [Adobe PDF Format]

XXVc
Role-Playing Game (May 1990)

Countdown To Doomsday
Sega Genesis Game (1990)
Countdown To Doomsday PC Game (1990)
Matrix Cubed PC Game (1992)

High Adventure Cliffhangers (September 1993)

High
Adventure Cliffhangers:
War Against the Han Supplement (November 1993)
Books

Buck Rogers: The First 60 Years in the 25th Century (October 1988)

Arrival (March
1989)

The Martian Wars Trilogy - Book One: Rebellion 2456 (May 1989)

The Martian Wars Trilogy - Book Two: Hammer of Mars (August 1989)

The Martian Wars Trilogy - Book Three: Armageddon Off Vesta (October 1989)

The Inner Planets Trilogy - Volume 1: First Power Play (August 1990)

The Inner Planets Trilogy - Volume 2: Prime Squared (October 1990)

The Inner Planets Trilogy - Volume 3: Matrix Cubed (May 1991)
Invaders of Charon: Book One - The Genesis Web (May 1992)
Invaders of Charon: Book Two - Nomads of the Sky (November 1992)
Invaders of Charon: Book Three - Warlords of Jupiter (February 1993)

Buck Rogers: A Life in the Future (June 1995)
Comics Modules

#1 Rude Awakening
Part 1 of 3 (June 1990)

#2 Rude Awakening
Part 2 of 3 (July 1990)

#3 Rude Awakening
Part 3 of 3 (August 1990)

#4 Black Barney
Part 1 of 3 (September 1990)

#5 Black Barney
Part 2 of 3 (October 1990)

#6 Black Barney
Part 3 of 3 (November 1990)
#7 The Martian Wars Part 1 of 4 (1991)
#8 The Martian Wars Part 2 of 4 (1991)
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