Showing posts with label WotC. Show all posts
Showing posts with label WotC. Show all posts

Tuesday, September 16, 2025

When the Rules Change

Back when I first started this blog on December 23, 2008 I was trying to bridge the gap between Christians and folks who played D&D. In that goal, I think I made a difference, tiny as it may have been. I think I can say that mine was a small voice in a grand choir that was the Golden Age of TTRPGs.

On September 10th, 2025 the rules changed.

We are now in a Dark Age and I feel compelled to try and communicate how I believe we got here.

In the almost 2 decades(!) I have been spilling electronic ink in this corner of the internet, the Oppressor/Opressed Dialtectic of Critical Theory has permeated virtually every walk of life. In our own hobby, I need only point to WotC’s warning label on all their legacy titles:

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

This statement divides our community into two camps: the Oppressors (those who lived, played, and wrote during the formative years of D&D), and the Opressed (those who produce the latest version of D&D). This bifurcation can be found everywhere, in all parts of life.

The fundamental flaw in the Oppressor/Opressed Dialtectic of Critical Theory is that the categorization is not only arbitrary, but based on what we are instead of what we do. I am a grognard. I was a D&D nerd in the 70s. There is nothing I can do to change that.

As a consequence, what is evil and what is good gets divorced from action and activity. Goodness is no longer a function of what a person does, it is a function of what they are. The consequence of this shift in morality is, as we saw last week, deadly, tragic, and terrifying.

This is why we all saw the celebrations over a father getting brutally murdered in front of his small child. This is how assassination is now a good thing.

I don’t know about you, but I remember when Assassins in D&D had an alignment requirement of evil.

It is hard to see a way out of this darkness.

I can tell you that we all can experience a unity with each other in Christ that cannot be found anywhere else, but my guess is that is not an answer most of you are ready to hear.

One thing that I have learned to see in my many years as a convert to Orthodox Christianity is that God expresses Himself fractally throughout His creation. In other words, the ultimate that is Christ can be partially experienced in various ways throughout human experience. One such experience is our hobby.

When done right, RPGs cross bridges. It doesn’t matter who you are, where you are from, what language you speak, or what edition of D&D you play. Our love of this hobby and of this game crashes through all of those barriers to unite us in a small, but significant, way. We play. Together.

If we do emerge from this Dark Age, it will be because we refuse to accept that evil acts can be celebrated as good. It will be because we overcome our differences because we love to actively play this game we love together. It will be because we will look back together at WotC’s statement above and remember how foolish we were to let the Golden Age end.

Friday, February 23, 2024

What to Buy Instead of WotC's "The Making of Original D&D"

For several years I have avoided giving WotC my hard earned money. I have patiently waited for the rest of the world to wake up and do the same. Today, I wish to be much more specific and proactive.

WotC recently announced the publication of The Making of Original D&D in honor of the 50th Anniversary of the Game. It is currently available for pre-order on Amazon for about $100. Please do not order this product. In the years that followed my open letter to WotC about their warning label on legacy products, not only have they not removed their label, but have gone on to treat their customers, fans, and even their own employees with contempt and malice. We don't need WotC or Hasbro in order to play and grow our game.

If, like me, you are interested in a product that explores the origins of the game in fascinating and applicable ways, I encourage you to spend your money in a much more responsible way and be treated to a fascinating and highly useful book: The lost Dungeons of Tonisborg.

If you don't mind giving Amazon some of your money,
you can pick up a paperback edition for a mere $30. 

This book has history, facsimiles of a dungeon designed and played prior to the publication of D&D, an updated version of that same dungeon, a guide on how to play the game as it was prior to 1974, and (best of all) a set of rules based upon the way Arneson and Gygax ran the game. This is amazing stuff and a treat for anyone interested in the history of the game.

For those of you who have it, what is the rule that blew your mind the most? For me, it was the idea of rolling up a character's base saving throws randomly!

Again, let WotC rot and spend money on people who actually care about this game and its history. 

Friday, May 26, 2023

On the Importance of Fandom

[I ask] that they may all be one, just as you, Father, are in me, and I in you, that they also may be in us, so that the world may believe that you have sent me. — John 17:20-21

One of the important principles in Orthodoxy Christianity is the idea that multiplicity is capable of becoming one. Through Christ, the various nations of the earth become one church despite all of the various things that we humans do to try and separate ourselves from each other.

This idea of one and many exists in every order of creation from the most high (God is both One and Three) all the way down to subatomic where electons, protons, and neutrons are gathered together as the building blocks of matter.

I don’t normally lead with such theological musings, but I want make clear the persupposition for why I find such beauty and joy in the idea of fandoms. When a fandom manifests itself properly, the love that each individual has for said franchise, game, hobby, sport, etc. can overcome all kinds of differences we impose upon ourselves and each other. 

For example, the majorty of the folks who read this blog are not Orthodox Christan, and I would venture a good chunk do not even consider themselves Christian. Despite this, we can all gather in this corner of the internet and revel in the love we have for RPGs. That love overcomes the fact that we do not all agree about religion. It can also overcome all kinds of barriers such as language, race, politics, ethnicity, gender, etc.

To put it theologically, the unity that Christ gives us through the Cross, the Resurrection, and His Church manifests itself in a small way through fandoms. Conversly, the unity we find in fandoms demonstrate that the unity promised by Christ is very real.

As a consequence, I firmly believe that the reason our beloved IPs from Star Wars to Indiana Jones, to Star Trek, to Dungeons & Dragons are in such bad shape is the fact that the companies that are in control of these IPs have roundly rejected the fundamental premise of unity from multiplicity and the role fandoms play in overcoming differences.

Companies such as WotC, Disney, Warner, etc. have almost universally adopted ideas found in Critical Race Theory, Intersectional Feminism, and Diversity Equity and Inclusion. At first glance, all of these concepts are laudable. There is no question that various groups of people have suffered at the hands of others throughout history and that trying to fix the various problems that come from this suffering is something I would hope everyone is on board with.

There is one very large however here, though. All of these ideas are based on a dialectic — the Opressed versus the Opressor. As a consequence, every single one of these ideas requires division. Not a single one of these ideas can ever unify humanity because the smallest possible number in a dialectic is always two.

Thus, when the fandom becomes hostile to the direction a company is taking a particular IP, these ideas don’t allow for love to overcome differences of opinion. They don’t allow for fandoms to become part of the solution. Rather, the fandom is moved from the in-group (the Oppressed) into the out-group (the Oppressor). This is why fans have been accused of being bigoted in all kinds of ways over the last several years.

Those of us who participate in RPGs are very fortunate because the OGL was born out of fandom. It was designed in such a way that the love we have of D&D could empower us to produce a plethora of products for this hobby. We have seen the fruits of that love and don’t every want to go back. This is why WotC’s attempts to ditch the OGL has been received with such a pushback from across the entire fandom. At some level, we have come to understand that the unity we find in participating in this hobby at all levels is much more profound and valuable than anything WotC could offer alone as the gatekeeper of everything D&D. 

While RPGs are a different medium than television or film, nonetheless, what has happened in the world of TTRPGs is a blueprint for fandoms to move forward and beyond the dialectic being imposed upon us by the likes of WotC, Disney, etc. We can participate in our fandoms (and make money doing so) in all kinds of ways that don’t involve us giving these corporations a dime.

We have a capacity to be one. They have limited themselves to merely being two.

They need us far more than we need them. 

Thursday, May 4, 2023

May the Φος Be With You

The only Star Wars product
I have enjoyed in the last decade

Star Wars taught me a tough but valuable lesson: just because something has a particular label on it, doesn’t mean that it is good. This lesson took a long time for me to understand, however. Star Wars was a huge part of my childhood and a formative experience in my life. One of my favorite RPG campaigns of all time was played with d6 Star Wars. One of my favorite computer franchises of all time is the X-Wing/Tie-Fighter series. I was all in.

I couldn’t bring myself to understand that the emotion I was feeling after watching Episode I at a midnight showing on opening day was disappointment. I spent hours and a lot of money watching Phantom Menace trying to convince myself that it was good. Then I saw Episode II in theaters at a matinee a couple of weeks after it opened and came to terms with the idea that Star Wars was no longer a brand I could trust. 

I had hope that Disney could turn things around. So, when my kids wanted to see Episode VII in the theaters, I went. I walked out of the movie with a feeling I was familiar with and now was accustomed to: disappointment. This time, however, I refused to spend another dime.

I suppose that is why I was so adamant to ditch WotC when they put their “warning” labels on legacy products. The disappointment I had when realizing WotC saw me as a racist simply for buying and playing one of the most important games in my lifetime was similar to what I was feeling walking out of Phantom Menace. So, I didn’t spend another dime, despite several legacy products being released in POD that I would have otherwise snatched up in a second.

The last several months have proven my instincts correct. WotC has rendered the label “Dungeons & Dragons” worthless. It seems that the shenanigans Hasbro has pulled have finally woken some people up to the fact that WotC and Hasbro are run by people who care nothing about gamers or the games we play.

I realize I am a small voice in the wilderness, but I not only encourage everyone to stop buying something simply because it has the label “Dungeons & Dragons” on it, but to create your own systems, adventures, and worlds. I can almost guarantee that whatever you produce is going to be a whole lot better than whatever WotC has put the label "Dungeons & Dragons" on.

BTW for those interested, the title of this post comes from the fond memories of an alum of my seminary who went to my school in the 70s. In response to the popularity of Star Wars and the Force, which from an Orthodox Christian POV is a dualistic heresy, one of the bishops printed up a bunch of T-Shirts that said, “May the Φος Be With You.” In Greek, φος (phos as in phosphorescence) means “light” as in John 8:12, “Again Jesus spoke to them, saying,  ‘I am the light of the world. Whoever follows me will not walk in darkness, but will have the light of life.’”

Ever since May 4th became a thing where Star Wars fans say, “May the Force Be With You” I have gently corrected their spelling…  

Tuesday, July 28, 2020

The Importance of Evil

I think I agree about the ‘creation by evil’. But you are more free with the word ‘creation’ than I am. Treebeard does not say that the Dark Lord ‘created’ Trolls and Orcs. He says he ‘made’ them in counterfeit of certain creatures pre-existing. There is, to me, a wide gulf between the two statements, so wide that Treebeard’s statement could (in my world) have possibly been true. It is not true actually of the Orcs – who are fundamentally a race of ‘rational incarnate’ creatures, though horribly corrupted, if no more so than many Men to be met today. — J.R.R. Tolkien Letter No. 153
Implied in this quote about orcs is a cultural critique of modern man divorced from God. The “rational incarnate” creature is one that has replaced God with reason, and having done so has rid the world of Good and Evil. Fundamentally, this is why I have a real problem with WotC and its new approach to orcs.

Evil, like cold, is an absence of something. In the case of cold, it is an absence of heat. In the case of evil, it is the absence of good. In a Biblical context, God is the source of all goodness, because Christ Himself tells us:
“Why do you call me good? No one is good except God alone.” —Mark 10:18 
Thus, when humanity elevates rationality to the point that it thinks God is no longer necessary, a biblical critique would argue that the society built on that foundation is evil. From a practical point of view, good and evil cease to make any sense.

To go back to the heat/cold analogy, imagine that we have lived our entire lives near the arctic circle and have never seen a world without ice and snow. In such circumstances, it is impossible to describe what it might be like to live in the Sahara, because we have never experienced that kind of dry heat in our lives. In the same way, if we live a life without good, we have no reference with which to understand evil.

The consequence of such a world-view is catastrophic on many levels. The first half of the 20th century saw the rise of what Tolkien might call rational incarnate societies. They murdered others and their own in the tens of millions. Absence any concept of good, rationality justified mass murder. The level I am concerned with today, however, is in the realm of stories…specifically about how we construct them in context of an RPG.

The most universal and archetypal stories that have cultural significance and last through the ages are those that at some level pit good versus evil. In my lifetime, Star Wars played with these archetypes brilliantly. Homer, Beowulf, Gilgamesh, the Bhagavad Gita, King Arthur, Shakespeare, etc. all meditate on Good versus Evil. Good yarns have good characters who have complex and interesting motivations inspired by the classic conflict of good and evil.

In context of RPGs, especially classic versions of D&D, character motivation becomes a central feature of the game. Every player has to wrestle with why their character does what they do. Every player has to wrestle with what has the most value. This is particularly true when XP isn’t exclusively given for combat. In older versions of the game where 1xp=1gp, and a goblin was worth 5 xp, getting the 500gp treasure guarded by the goblins became an exercise in weighing values. In campaigns where 1xp=1gp spent, gaining a level became an exercise of literally putting your money where your mouth is, and then living with the consequences.

In this context, orcs are the personification of the absence of good. Whether physical manifestations of sin, spawn of the fallen world, or a humanity that has turned its back on God, orcs allow us to have a reference point for what is good. Without them, every character is an orc. They may look like a human, gnome, or elf, but without the reference point of evil, everyone may as well be an orc.

In a world where everything is an orc, good stories become impossible. Archetypes disappear, because the only character motivation left is selfishness. Without evil, why do anything? When selfishness is the motivation for everyone, everything become normative. Killing millions becomes rational.

Telling stories and playing RPGs become boring and pointless.

So, for me, having a world where orcs are evil is essential for not only understanding the game, but being able to actually play it.

Friday, July 17, 2020

An Open Letter to WotC

Dear WotC,

Since you have felt the need to apologize for ethnic, racial, and gender prejudice that may or may not exist within your legacy products, might I suggest the following statement rather than the one that appears on DTRPG and DM's Guild. It will not only protect you and those who play the game, but promote an ethos that has existed since the very beginning of this hobby and that has welcomed players from all walks of life:
Seeing that Dungeons & Dragons has been in publication since 1974, we are acutely aware that there are a variety of things contained within legacy products that some might find offensive. From the beginning, Dungeons & Dragons has entertained millions of people around the world, regardless of edition, adventure module, or campaign setting. Since 1974, and especially since WotC released the OGL in 2000, the game has invited players to change what they don’t like about the game. We at WotC firmly stand with players from all walks of life and encourage everyone to play the game the way that brings them the most joy.
If you insist on warning people about content that may or may not exist in your legacy publications, I believe the above is a better representation of the game and the people who play it.

In contrast, the warning label currently placed above legacy products utterly fails to do both. Until such time that your current statement is removed or changed to better represent the game and the people who play it, I will not be purchasing any of your products and I will actively encourage others to do the same.

Yours,

FrDave

Wednesday, July 15, 2020

Following up on the Unsavory Past

It seems that my last post has caused some confusion. There are those that don’t quite grasp why I take issue with the weak and subjective language used by WotC in regards to their legacy products:
Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today.
This leaves a tremendous amount of room for interpretation, which might very well be the intent. “There is nothing here in The World of Greyhawk that suggests anything wrong, therefore I can ignore it,” is what some seem to say, and what I believe WotC is hoping we say.

As I stated in my last post, I am a trained historian. As a consequence, I tend to see patterns in behaviors and the pattern of behavior I see in the weak and subjective language used by WotC is not a pretty one. I could simply go to the first half of the 20th century to illustrate my point, but I think it will be much more useful tell a story from the 4th century.

There was a charismatic priest in the city of Alexandria (Egypt) by the name of Arius who started to preach that there was a time when the Son was not. He and his followers represented an existential crisis for the early Church. Known today as Arianism, the theology espoused by Arius was biblical, trinitarian, and philosophically sound. Their view of God, however, absolutely destroyed the soteriology of the Church.

As a consequence, the First Ecumenical Council was convened. Their ultimate goal was to clearly define what was Orthodox and what was Arian. In the end, they created what is today known as the Nicene Creed. In process, they made a very controversial move by using the word ὁμοούσιος — a word that is not anywhere in Scripture.

The reason they used ὁμοούσιος and not a word found in Scripture was that every time a word from Scripture was used, both Arians and Orthodox could say the same words and mean two very different things. By choosing the word ὁμοούσιος, they made it impossible for there to be any misunderstanding. Everyone had to choose: are you Orthodox or are you Arian? Without this choice, human freedom and our clear understanding of who God and what His salvation is was in serious jeopardy.

In our present, words have been weaponized. People can and have lost their reputations, their jobs, and their livelihoods over the use of mere words. Yet, most of these words are ill-defined and largely subjective. Indeed, it is sometimes difficult to keep up with how quickly the meaning of words can change.

In such an environment, clarity is needed. We very much need to follow in the footsteps of the First Ecumenical Council. In order to understand each other, to talk with each other, to accomplish anything positive we need to define terms. Nothing gets done when people have different definitions of words. This reality can only lead to chaos.

Indeed, the very reason people have been able to weaponize words is due to the fact that their definitions are fluid and subjective.

Thus, rather than placing our small community on a solid foundation to move through and beyond the chaos of the moment, WotC has empowered chaos and those who wish to weaponize language.

The very fact that WotC has used such weak and subjective language has made everyone who ever played this game a potential target. Anything and everything that has ever been published for this game now officially may reflect ethnic, racial, and gender prejudice. In other words, literally anything from the legacy products of WotC can be weaponized to declare any of us as bigots that were wrong then and wrong today. It doesn’t matter that you and I understand that Gary Gygax did not intend his game to promote prejudice. Because WotC has admitted that such prejudice exists (why else would they need to make such a statement if their weren’t), anything and everything can, and probably will, be weaponized.

Sunday, July 12, 2020

The Unsavory Past

As someone who originally went to school to become an historian, I have learned over the years that human nature is the same no matter the location or the time. As a consequence, every people, in every place and every time, are capable of soiling the image of God and are capable of revealing the image of God. Good and evil emerge from each of us every single day. Everyone sins.

The first time this was driven home to me was when I read Thucycides and his History of the Peloponnesian War. At the time, the Cold War was still raging and I was shocked at how similar the opening chapter was to the behaviors of the U.S. and the Soviet Union. Indeed, had I read a transcript of Thucydides where the names of places were swapped out for the U.S., the Soviet Union and their satellite states I would have been hard pressed to tell the difference.

It should be no surprise, then, that I am not fond of the recent disclaimer by Wizards of the Coast on their legacy publications. When we make blanket condemnations about entire histories and peoples, we condemn both the good with the bad.

For example, I recently was going through the first two editions of The World of Greyhawk because I am contemplating how I would set up a sandbox campaign using the original material found therein. I happened across this statement by Gygax about the fantasy races that inhabit his world:

In general, the skin color of an individual is of no particular importance.

Since we have been informed that legacy products, and The World of Greyhawk specifically:

…may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time

and that

These depictions were wrong then and are wrong today

Wizards of the Coast have opened the door to declaring that the racists position of judging someone exclusively by the color of their skin is proper and correct. Is that really what you wanted to say WotC?

As a serious aside, for those unfamiliar with the history of the Soviet Union, they played fast and loose with history, bending it to their will in order to justify the starvation and murder of millions of their own citizens.

The path taken by Wizards of the Coast will end up having us consuming ourselves.



BTW, this nonsense was announced just as I was contemplating getting the 1st edition of Greyhawk in POD. I won't be buying that or anything from WotC anytime soon.

Saturday, January 26, 2013

Saintly Saturday: St. Simeon the Elder

Today is the feast of St. Simeon the Elder. From childhood he took up the vocation of a hermit, living in a cave in the Syrian wilderness. Having heard of his holiness, people began to flock to him. Therefore, he withdrew even further into the wilderness by going up into the mountains of the Aman range. Still, people travelled from far and wide to see him. Finally, he withdrew to Mt. Sinai.

After struggling at the place where Moses received the name of God, St. Simeon was directed to returned to Aman, where he founded two monasteries. He died around the year A.D. 390

I am tempted to once again point out the way the hermit’s life is an allegory for the wilderness adventures and end-game of D&D. The pattern of St. Simeon’s life is repeated over and over again throughout the history of Christianity. The hermit goes into the desert (where demons reside according to Scriptural geography) in the same way that mid-level adventurers begin to wander the Chaotic Wilderness. People would brave the desert and the wilderness in order to gain wisdom from these hermits in the same way that adventurers begin to make the Wilderness safe for travelers. The hermit, feeling that they are not yet ready or worthy of such attention, goes deeper into the desert, in the same way adventurers seek greater and greater challenges.

This pattern repeats until the hermits are ready, at which time they come out of the wilderness and come back (in the case of Simeon to a place he was famous at before) to build a monastery or serve in some capacity within Civilization. Similarly, the end-game of D&D has the adventurer build a stronghold within the Wilderness that they have made safe for Civilization.

Intriguingly, the monasticism that St. Simeon took part in on Mt. Sinai is recorded by the pilgrim Egeria sometime in the A.D. 380’s and is the earliest evidence of monasticism on the mountain. Eventually, the Monastery of St. Catherine was built in the sixth century and produced some of the greatest pieces of Christian art ever, including one of my favorite icons of Christ:


This brings me to what I’d rather write about today, especially in light of what happened in the hobby this past week. We live in a society obsessed with what is new. We line up around the block for the latest movie, video game, phone, computer or whatever because it is new. We live under the illusion that progress is not only good, but inevitable. Any serious study of history demonstrates that wisdom and knowledge are always being lost because civilizations rise and fall because we are repeating the same mistakes again and again.

In other words, new does not always mean better and we must always ask ourselves what we are progressing towards. The monastery at Mt. Sinai, and others like it, are beacons that illumine the world about the old and ancient that are not only worth preserving, but emulating. Last week, WotC gave all of us who participate in this hobby a very pleasant surprise by releasing part of the old ways of D&D for consumption again. Personally, I was extremely gratified to see that, at least in this small part of the world at large, the folks in this hobby have learned this glorious lesson — we not only want to preserve our past we want to use it.

Friday, January 25, 2013

Moldvay Rules

As I mentioned on Tuesday, WotC re-released part of its old D&D library as .pdfs on RPGNow. I don’t know how many of you noticed, but RPGNow’s server crashed on Tuesday due to the sheer amount of traffic that resulted. One might be tempted to chalk this up to the fact that the .pdf library includes both 3e and 4e products.

However, I would call your attention to the “Hottest Items” list over on the right side of the RPGNow page. Notice the top two selling items: Moldvay’s Basic Edition and B2: The Keep on the Borderlands. Note also that eight of the top fifteen spots are held by Basic and 1e products, but not a single 3e or 4e product is on the list.

It goes to show that WotC has not only done the hobby a great service by allowing us access to our history and that they have been cheating themselves of a solid revenue stream, but that the desire to handle and play with this history is very real. Again, thank you WotC. More please.

Tuesday, January 22, 2013

Right On WotC!

In my cynical moments, this was a day I thought I would never see. WotC has actually returned the D&D .pdf library to RPGNow! Way to go WotC, you will definitely be seeing some of my gaming budget coming your way in coming days. Thank you!

Bonus: the pdfs are of a much higher quality and if you'd bought them in the past from RPGNow, you can download the newer, higher quality versions. Again, Thank you WotC!

Friday, November 9, 2012

I am Somewhat Impressed

WotC continues to surprise. It looks as if they are planning to re-release the A-Series in hardcover form next summer along with a new introductory adventure. It seems that the sentiments that exist around these here parts are beginning to take hold. I hope this is a trend that continues...

Tuesday, October 30, 2012

I am either an Optimist, a Fool or Both

One of the most influential moments of my life was sitting next to my dad in a theater (that is now a parking lot) watching Star Wars for the very first time. When Lucas re-released Star Wars, I had a very intense flash back, and almost asked my friend sitting next to me, "Dad, is that guy dead?" after the first rebel was shot down by a storm trooper in the first minutes of the film just as I did the first time I saw the movie.


As a result, I am a "Han shot first!" kinda guy; however, I have never been a partisan. I acknowledge that Star Wars was George Lucas's creation and that he has the right to do whatever he wants to with it.  However, no matter how much George Lucas mucks with it, he can never take away that moment of magic when I sat next to my dad and watched Star Wars for the first time.

Thus, I am not as shocked or disgusted as some are at the news that Lucas has sold Lucasfilm to Disney and that they plan on making a new movie. Rather (once again) I acknowledge that Lucas can do whatever he pleases with his creation and am even a tad bit hopeful.

Before anyone calls me a fool, let me put this into context. The vast majority of fans agree that the prequels were, if not horrible, then disappointing. Further, I would argue that many of us think that Empire is the best movie of the bunch.

It is here that I would draw a parallel to the trajectory of Lucas and Star Wars with TSR and D&D. OD&D/Holmes are akin to the original Star Wars. Moldvay's Basic Edition is akin to Empire. The originals are awesome, but their sequels improve on that awesomeness. However, everything that follows is increasingly disappointing.

Yes, I enjoyed both Return of the Jedi and AD&D, but they weren't as good as what came before (I know AD&D came out at about the same time or, in the case of the MMI, before Moldvay, but the analogy still works in the trajectory of Basic comes before Advanced).

By the time TSR went under, the product being produced was a far cry from the original and, in a lot of cases, not worth the paper it was printed on — similar to how many of us feel about the Star Wars prequels. When TSR went under, WotC bought the rights to D&D, produced the OGL and ushered in the beginnings of the golden age that we are currently living in.

This is why I am a bit hopeful for the Star Wars brand. It took another company with a brand-new perspective to re-invigorate D&D. The same might very well be true of Star Wars. By the time the prequels came out, Lucas was too powerful for anyone to say no, and the story got lost in all the new toys that he had at his disposal, in the same way TSR was more interested in putting out product than in actually playing the game.

Maybe, just maybe, Disney will do for Star Wars what WotC did for D&D. Now I will grant that the best thing WotC did was to give the game to us via the OGL and Disney is not likely to follow suit with Star Wars so there is plenty of room for this whole endeavor to go disasterously wrong; however, I choose to hope.

Thursday, January 19, 2012

Okay WotC, You Officially Have My Attention

I have to say that I am very pleasantly surprised by the news that WotC will be re-releasing the AD&D core books in April. Unfortunately, it is a limited print run that is only available through local game stores here in North America. This means I may very well be unable to give WotC money for one of their products for the first time in over a decade. The closest game store to me is over an hour away and with my commitments to both family and career that means making a special trip, something I cannot guarantee.

Personally, I hope that there are plenty of others that can purchase these, if only to prove that there is a demand for items in the D&D library that have long been out of print. I say this in hopes that the hobby will see WotC roll out other items in that library that I would make a special trip for. As others have suggested, I would love to see compilations of modules.

To be honest, my enthusiasm for this news is somewhat curbed by the choice of what to re-release. I do not play AD&D with any consistency when compared to those editions that came with soft covers. I still own good copies of all three AD&D core books and have no burning need to spend that kind of money for second (if brand new) copies. My various copies of those soft cover editions, however, are not in nearly as good a shape. As much as I love the various retro-clones (especially LL), I am always going back to the original B/X, Holmes and OD&D rulebooks to look at art, muse about original rules and otherwise wish that they were in good enough condition to regularly bring them to the table. For the purposes of giving the Hobby as a whole a tremendous gift, I hope these softcover editions could see their own re-release with hard covers to help preserve them for generations to come. One can hope. I would also be remiss if I didn't mention pdfs...

Having said that, I greatly appreciate why WotC chose the AD&D core books. They don't need to reformat, they closely mimic the WotC core book model (PH, MM, DMG) and of all the various editions to re-release, they can make the most money off of these three books.

In the meantime, I am now paying attention to what WotC is doing — something that I didn't believe would ever happen. Lets hope that this good will and good news continues.