Friday, June 12, 2026

RPG Retrospective: The Adventures of Indiana Jones RPG

The Adventures of Indiana Jones RPG
 On this day in 1981, 45 years ago, I went to see the newest George Lucas/Steven Spielberg collab called "Raiders of the Lost Ark."  I went with my best friend Steven and it was a life changer for both of us. Steven watched it and wanted to become a big Hollywood director. I watched it and wanted to become a university professor. We both got to our dreams, more or less. Steven became an art director and is now fed up with Hollywood. I became a professor, but sold my soul to the dot-com world during the late 90s/early 2000s dot-com boom. I, too, had become a little burned out on academic life. 

But Raiders of the Lost Ark still remains a perfect movie in our minds. One we still talk about to this very day.

It is just too bad the RPG was so, well, terrible. At least that was my recollection of it. But is that true? 

Let's pull out my copy and have a deep dive into the game and what it has to offer.

Fortune and Glory, Kid

When TSR picked up the license for Indiana Jones, it looked like a slam dunk. After all, Raiders of the Lost Ark had been a massive success, Temple of Doom was hitting theaters, and TSR was flush with cash and ambition. Iron Crown had Middle-earth. Doctor Who and Star Trek had a home at FASA, and now Indy was coming to Lake Geneva. 

And let us not forget, this was TSR we were talking about, the very company responsible for Dungeons & Dragons, Gamma World, Top Secret, Boot Hill, and, by 1984, the excellent Marvel Super Heroes game.

What could possibly go wrong?

As it turns out… pretty much everything. 

TSR put out The Adventures of Indiana Jones Role-Playing Game in 1984. David "Zeb" Cook and John Byrne, the comic book writer, are credited with the design.  On the surface, it’s a boxed set with everything you'd expect: dice, minis (well, cardboard cutouts you had to assemble), a rulebook, character cards, and an introductory adventure. Inside, you get a chance to live out pulp adventures in the style of everyone’s favorite bullwhip-wielding archaeologist. Sounds great, right?

Except here’s the first problem: you had to play Indy. Or at best, one of a handful of established characters like Marion or Sallah. The rules didn’t include any way to make your own characters. That’s like handing a bunch of kids the Star Wars RPG and saying, "No, sorry, you can’t be smugglers or bounty hunters, you can only be Luke, Han, or Leia." Half the fun of role-playing is creating your own hero to drop into wild situations, and this game just locked the door on that entirely. It gives you some movie characters and tells you, "don't mess them up."

Indiana Jones RPG

One could argue the later Indiana Jones Judge's Survival Pack made amends by introducing rules for original characters along with the kind of chases, ruins, and vehicles that ought to have been in the core box from day one. But that was the patch, if you will. TSR coming around to say "Oh, you wanted to role-play." But by then, the writing was on the wall. The original set had already conditioned people to think of this as the game where you couldn’t make your own character, and that is the way it was remembered.

The Adventures of Indiana Jones RPG
The system itself is light, almost perfunctory. There’s some resolution mechanics, a few skill checks, and some chase and combat rules, but nothing that feels like it captures the frenetic energy of Indy punching Nazis or dodging rolling boulders. Instead, it feels like TSR wanted a quick "introductory RPG" to tie in with the movies without giving much thought to longevity or depth. The end result is that it plays more like a board game that forgot to include the board. Or, more on point, an RPG that forgot to include anything about role-playing.

There are percentile skill rolls versus Strength, Prowess, or Backbone, and the like. Nothing too difficult really.

There are rules for "danger" and some perfunctory chase rules (it is Indian Jones after all). So don’t think of it as mechanically useless. The bones are all there, you just have to look past some rather peculiar design decisions. 

But let's not pretend here. This is really not a good game. 

It is a shame, really. The ingredients for an outstanding Indiana Jones RPG were right there. You had the ancient ruins, the lost temples, secret cults, and their terrible artifacts. Nazis, gangsters, and the odd occult society. University politics and rival expeditions. Mummies, curses, ghosts, forbidden manuscripts, hidden cities, and desert tombs. Zeppelins and seaplanes, and a map with a red line across the ocean. You could build a campaign from all that without breaking a sweat.

Yet TSR produced an Indiana Jones game that was far too fixated on the man himself and not enough on his world. West End Games would get it right with Star Wars some years down the line. They grasped what was important: the player doesn’t want to be Luke or Han or Leia. He wants to inhabit the universe, with his own ship and his own Imperial entanglements and the kind of awful plan that somehow comes off.

Indiana Jones called for a World of Indiana Jones, as West End would call it later. All we got from TSR was the star when what we wanted was the stage.

Indiana Jones RPG

Indiana Jones RPG

The Problem with Being Indiana Jones

The system is just one problem. Take Indiana Jones: he lives because he is who he is. You don’t have to worry about him being put down by some guard in scene two or perishing in a truck chase. Even if he comes up short, it is in service of the plot. In a film, that is how it should be. But in a role-playing game it is another matter. The TSR version makes an effort to keep that sort of movie logic intact, but at the cost of any real peril. 

There is "Danger" but no real danger. 

Sure, Indy can have his moments, but the game will bend to accommodate him. Your heroes are not the run-of-the-mill pulp types putting their lives and limbs on the line; they are movie stars sporting a kind of narrative armor. I get why they went about it that way, but it doesn’t work for me.

What is the point of a pulp adventure if your character can’t come to grief? Maybe you shoot the swordsman, maybe you are the one who drops the gun. You could put your trust in the wrong guide or be unceremoniously thrown from the back of the truck. That is where the fun is. When the game goes to such lengths to shield the movie, it gets in the way of playing.

There is a contradiction at the heart of this RPG. It aspires to be an Indiana Jones movie when a good one ought to let you have an adventure in his style. They are not one and the same.

What It Gets Right

I wouldn’t want to be entirely unfair about it, though. There is much I like in this game.

To start with, it has the sense that Indiana Jones is a pulp character and makes no pretense of being a scholarly archaeological simulation. Good. What you get instead are your villains, your action, the clues and exotic locales, some perilous artifacts, and a kind of cliffhanger pacing. It puts Indy in his proper context, the same vein as Doc Savage or The Shadow, or one of those odd interwar stories from Republic serials and lost world fiction, where there is a blank spot on the map and someone is off on a secret expedition.

Then there is the speed of the thing. A slow, tactical affair would have been a disaster for an Indiana Jones game, so the fact that this is built for pace is important. Sure, it can be clunky at times, but it isn’t going to have you work out the tensile strength of your whip before you put it to use over a chasm. As it should be.

The Adventures of Indiana Jones RPG

The Diana Jones Award and Nazi™

You could argue the afterlife of this game is nearly as good as the thing itself.

Game historians and fans know that TSR eventually had to pulp unsold copies of the boxed set after losing the license, which only adds to the mystique. One of the last copies to be burned was salvaged and became the Diana Jones Award. Which itself has been a focus of some gamer legend, with the original award now lost somewhere in the mail. 

There is a certain poetry to it, bordering on the mythic. The temple is destroyed but the artifact endures, you pull the relic from the ashes and it is handed down as a prize from one year to the next. In a way it has more of an Indiana Jones feel to it than the game did.

Then you have the old legend of the "Nazi™" figure that has been going around as long as anyone can remember. It is about as accurate as any gamer tale is, but then again, it is funnier for it. It has a ring of truth to it, the sort of thing a big 80s product with a name on it would get up to by mistake. The facts don’t have to be tidy for it to become part of the folklore.

The Adventures of Indiana Jones RPG
Final Thoughts

There are some movies you can put on at any time, and they are just right; Raiders of the Lost Ark is still one of my perfect films. Put on that John Williams', score, and I am instantly 12 again, back in the Illinois Theater with my best friend. We were two kids looking at the same movie but seeing our own futures in it. He was watching the camera work, I was thinking of the classroom, yet we both saw the adventure.

You won’t get that from the TSR Indiana Jones RPG. It doesn’t come close to the feeling and perhaps never could. There is a fascination to its failure, though, in how instructive it is. It puts the distinction between adapting a story and a world in sharp relief. You see why player freedom has to be there, and that no license in the world is going to prop up a game if it loses sight of what players want to do when they sit down at the table.

They aren’t there to watch the hero. They want to be him. Or make their own kind of hero out of it, with his own hat and scars and bad decisions, and an impossible way out of a temple coming down around them.

For all that, The Adventures of Indiana Jones Role-Playing Game isn’t some lost classic. More of a lost opportunity. I don’t mind owning it for that reason. A failed artifact has its place in a museum, or on my game shelf at the very least.

Indiana Jones and the Cauldron of Hecate

Create a character for a game with no character creation rules? Of course, I can't resist a challenge like this. Yes, there were character creation rules introduced later on, as I mentioned, but it was too little too late, really. Plus, I don't have those rules, so I can check them out. 

I mentioned above that watching this movie made me want to be a University professor, which I did for many years. So it would seem natural for me to want to stat up Prof. Scott Elders, my erstwhile self-insert character. Really, he is perfect since I have a Call of Cthulhu version where he is at a University researching occult artifacts. 

He is almost too perfect, in fact. The name of the game is "Indiana Jones," and bringing along Dr. Elders would be about the same thing as inviting Solar Pons into a Sherlock Holmes RPG to solve a case with Sherlock. No, I need someone who can look up to Indy, ask questions like "What is that, Dr. Jones?" and stand on their own.

I have the perfect choice, and she is a lot on my mind lately. Enter graduate student of ancient religions, Larina Nichols, from the University of Chicago.

How would she work this into this adventure? Simple, Indy has discovered some sort of clue that leads to the mythical "Cauldron of Hecate."  In typical movie tradition, I am also going to blend the myths of Hecate with the Cauldron of Cerriweden, in that it can be used to bring forth an army of undead soldiers, so of course, the Nazis, excuse me, Nazis™, want it.  Indy heads back to his alma mater, the University of Chicago, to speak to Prof. Scot Elders, who was a grad student when he was there. Dr. Elders is not there, but his star grad student, Larina Nichols, is. She is able to translate the fragment and tells Indy she will tell him the rest of the translation when they get to Greece and Turkey! 

Larina Nichols and the Cauldron of Hecate

And off they go to Turkey, Greece, and wherever else, with Nazis hot on their tail and an army of the dead at the end. Plus, Indy, as far as I know, has never had to deal with a redhead before.

The best Indiana Jones adventures always have a few elements:

  • A legendary artifact.
  • A historical mystery.
  • A rival faction.
  • An expert who knows more than they admit.
  • A supernatural truth hiding behind what everyone thinks is merely legend.

This has them all!

Larina Stephanie Nichols

Graduate student of Ancient Religions at the University of Chicago. 

Attributes (Normal/x2/½/¼)

Strength 46/92/23/11
Movement 52/104/26/13
Prowess 60/120/30/15
Backbone 76/152/38/19
Instinct 80/160/40/20
Appeal 92/184/46/23

Movement Rate (running): 20 squares (5 areas)/turn
Weapons: Knife
Money: $100
Languages: English, Greek, Latin, Turkish, Aramaic, Hittite
Irrational Fears: Fire
Notes:

I completely guessed at these. I figured she was slightly better at fighting than Willie (but only a little), a little under Indiy in intelligence, but she knows more languages. That is her "in" in this adventure; she speaks the languages Indy doesn't. Though I would say she is every bit as smart as Indy, if not smarter (that is her thing), but Indy is still the star of the show...er adventure. 

Since I have been going over her 1986 character sheet in detail recently, I am also bringing back her fear/fascination of fire here. 

She has a knife, likely a ritual blade she picked up somewhere, but this is a grad student with no training in weapons. She is not carrying a gun. 

In truth, I like this version a lot. I might try this version out as a 1930s Call of Cthulhu character one day. She needs her own theme music!

Larina Nichols character sheet


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