Before there were RPG zines
Science-fiction club papers and wargaming newsletters reveal publishing practices that preceded RPG zines, while the surviving evidence asks for careful historical connections.

In July 1930, The Planet announced several purposes for a small club paper. It would record the Scienceers’ activities, provide space for members’ ideas and encourage interest in science and scientific fiction. Its final page identified the people who typed and mimeographed it. The publication made its production visible beside the interests it served. The first issue, preserved by FANAC
That is an antecedent worth reading when studying RPG zines. It shows a fan group using a modest publication to organise expression and participation decades before tabletop roleplaying took its familiar commercial form. It does not, by itself, establish a direct line of transmission to a later game publication.
The distinction is the subject of this essay. A historical relationship can be a resemblance, a documented contact, a reused technique or an acknowledged influence. Those claims need different evidence.
Read the early publication on its own terms
The Planet’s first issue combines scientific interests, literary enthusiasm and club life. Its stated aims make those activities intelligible as a shared project. A history that introduces the paper only as an early step toward something else would miss what its makers actually said they were doing.
The production credit also matters. Someone had to prepare the text and someone had to reproduce it. The existence of the paper depended on those acts, even though a later reader may be more interested in the contributors’ names or the ideas printed on the page.
D. F. McKenzie’s account of bibliography and the sociology of texts connects the forms of texts with their production and reception. It gives a reason to read a credit, a format and a distribution note as evidence rather than incidental decoration. The social organisation of a publication can be legible in the physical and editorial decisions that make it possible.
Applied to RPG-zine history, that approach broadens the question beyond which rules appeared first. It asks who could contribute, how an issue reached readers and what sort of exchange the publication invited. Those questions can be investigated without assuming that every earlier fan paper belonged to the same community.
Wargaming newsletters offer more specific connections
The Acaeum’s Domesday Book archive documents the Castle & Crusade Society’s newsletter from 1970 and reproduces a notice by Rob Kuntz about its production difficulties. The notice discusses access to reproduction equipment, irregular issues, requests for contributions and the problem of reconciling members’ subscriptions.
This is a concrete account of publication as organised work. Kuntz describes a newsletter whose continuity depended on both the means to reproduce it and members sending material. Equipment alone could not supply the articles. Interest alone could not print the issue.
The same archive lists early miniature rules and later Blackmoor material in particular issues. Those references make Domesday Book directly relevant to the history around emerging roleplaying practices. They give a researcher places to investigate, while the archive’s inventories and retrospective commentary still need to be distinguished from the surviving pages themselves.
The notice is especially useful because it describes friction. A smooth origin story can make publication seem like the natural expression of a growing hobby. A request for articles and a dispute about missing issues show the work through which that expression had to be sustained.
I would preserve that distinction in an exhibition caption. The archive hosts a transcription of a participant’s notice. The notice is evidence of that participant’s account, including his uncertainties and attributions. It should not become an omniscient explanation of everyone involved.
Similar practices do not prove a single ancestry
RPG zines can share techniques with science-fiction fan papers, wargaming newsletters, amateur press associations and other small publications. A shared technique is historically interesting, but it still leaves open the question of how, when and through whom the practice travelled from one group of publishers to another group working in a different setting.
Paul Mason’s history of RPGs as fan activity places publishing and play within a continuing relationship between fans and professional production. His account includes participant experience and historical interpretation. It is useful for examining those crossings without dividing the field into a perfectly separate amateur past and commercial present.
The history also resists a universal story in which RPG zines begin with one later aesthetic movement. A rough cover can invite comparison with punk publishing, but appearance alone cannot establish an individual editor’s influences. A creator’s testimony, correspondence or publication history could support that claim more precisely.
For librarians, the temptation is often to make a useful label carry too much history. A broad subject heading can bring related material together. A descriptive note can explain the exact relationship. The note should not convert a thematic grouping into a claim that one publication directly produced another.
Teach the difference between a source and a sequence
I would build a short teaching exercise around three pieces of evidence: a stated editorial aim, a production credit and a later participant account. Students could identify what each establishes before arranging the publications into a chronology. The chronology would then contain claims that have already been examined, rather than supplying the appearance of causation merely through its order.
A public-library display could use the same method in a lighter form. Show how people gathered contributions, reproduced pages and kept an exchange going. Where the evidence establishes a connection to RPG practice, name it. Where it establishes an earlier parallel, describe the parallel accurately.
This approach makes the history richer. It allows a fan paper to matter for what it did in its own setting, and a wargaming newsletter to matter for the particular work and people it connected. The history of RPG zines becomes an account of practices, relationships and objects that can be traced, rather than a procession of publications waiting for the future to justify them.