l ▁and ▁We as el ''' s ▁circul ation ▁would ▁be ▁considered ▁tiny ▁by ▁modern ▁standards ▁( h aving ▁only ▁exceed ed ▁ 2 0 0 , ▁including ▁ 8 0 ▁direct ▁sales ▁through ▁h ob by ▁sh ops , ▁by ▁early ▁ 1 9 7 6 ), ▁its ▁influence ▁in ▁expand ing ▁what ▁were ▁previously ▁n iche ▁h obb ies ▁into ▁the ▁general ▁British ▁market place ▁domin ated ▁by ▁traditional ▁games ▁was ▁considerable , ▁and ▁it ▁played ▁a ▁key ▁role ▁in ▁setting ▁up ▁Games ▁Work shop ▁for ▁an ▁extended ▁period ▁of ▁rapid ▁growth . Comput er and v ide og ames . com ▁ ▁Content ▁The ▁first ▁few ▁issues ▁covered ▁mostly ▁traditional ▁games , ▁w arg aming ▁and ▁postal ▁games . ▁It ▁attempted ▁to ▁create ▁a ▁games ▁club ▁and ▁provide ▁an ▁alternative ▁source ▁for ▁game ▁news ▁with ▁a ▁scope ▁set ▁as ▁wide ▁as ▁possible . ▁ ▁Later ▁issues ▁provided ▁coverage ▁of ▁fant asy ▁and ▁role - play ing ▁games ▁in ▁general . ▁ ▁In ▁the ▁beginning , ▁the ▁promotion ▁of ▁Games ▁Work shop ' s ▁hand - craft ed ▁games ▁bo ards ▁was ▁supp lement ed ▁by ▁res elling ▁used ▁w arg ames ▁and ▁small ▁press ▁games . ▁Mark eting ▁of ▁fant asy ▁and ▁science ▁fiction ▁games ▁was ▁expanded ▁by ▁an ▁exclusive ▁deal ▁with ▁T SR ▁in ▁mid - 1 9 7 5 . ▁After ▁Living stone ▁and ▁Jackson ▁returned ▁from ▁Gen ▁Con ▁IX ▁in ▁August ▁ 1 9 7 6 , ▁the ▁market ing ▁expanded ▁even ▁further . ▁At ▁Gen ▁Con