Erick Wujcik (January 26, 1951 – June 7, 2008) was an American designer of both role-playing games and computer role-playing games, and co-founder of Palladium Books.
Wujcik started off as head of the gaming society at Wayne State University, and then as a computer columnist for The Detroit News from 1979 to 1981, where he wrote their weekly Computer Column. That served to be a springboard for him to co-found Palladium Books and work on developing numerous role-playing games and supplements for such gaming settings as Teenage Mutant Ninja Turtles & Other Strangeness, Palladium Fantasy Role-Playing Game, Amber Diceless Roleplaying Game, Paranoia, Robotech, Rifts, and many others.
Wujcik was also the director of the Detroit Gaming Center, and founder of the gaming conventions known as Ambercon. In 1997 he went to work for Sierra Studios, and was lead game designer on the game Return to Krondor. He also served as a game designer at Outrage Entertainment for the game Alter Echo.
Wujcik served as Chief Editor of Amberzine, a fanzine for the Amber Diceless Roleplaying Game, which has published the work of such notables as Ray Bradbury, Henry Kuttner, and Roger Zelazny, and which published its last issue in 2005. He has also been an editorial contractor for the Detroit Historical Museum, and gives seminars on a wide range of topics related to the writing, design and development of role-playing games.
From 2004 to 2006, Wujcik was Game Design Studio Manager for UbiSoft China, in Shanghai.
Until his death, in June 2008, Wujcik was Senior Game Designer / Writer for Totally Games, north of San Francisco.
If you could weld Erick Wujcik's pretty nifty animal mutation system onto literally any other RPG ruleset and throw the Palladium System into the fucking sun, then strip out some of the skeevier (pleasure bunnies) and ignorant (Native American wolf nonsense) elements that read like they were written by a guy who only ever hung out with other white men, you could get something going here. Or just do it all in GURPS and call it a day.
While I truly enjoyed character creation and viewed it as a wonderful process to move through, I must admit that while I would not mind playing this particular game, I would be loathe to run it as a referee. Without having access to a 'monster manual' with ready-made adversaries, the creation of and employment of creatures for the players to be pitted against is solely on the shoulders of the game master. I am reminded of the time-consuming process to create NPCs in the Saga edition of the Star Wars Role-playing game. I would shy away from taking the reins. If time is no obstacle, then I suppose this would be an excellent game, save for its more controversial content.