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Post Posted: Thu Aug 30, 2007 11:40 am 
 

Agent Cooper wrote:See, that's the thing.  The sales figures for one gamestore in one neighborhood don't constitute any hard evidence of nationwide marketing trends for D&D.  Neither does just arbitratily guessing that 50% of people stopped playing when x edition was released.  Somebody would have to do some serious involved research to find out what's really going on.  I'd be very interested to know if Hasbro has done this, and what they found out.  I mean, they must have done SOME checking around before deciding to do a big product release like 4E.  That's a big step to take blind, and nobody in the corporate world twitches a finger without doing market research first in this day and age.


That's a big problem with this subject.  So much of it is anecdotal due to the lack of hard facts/sales figures. What is indisputable is that Williams et al ran TSR into the ground in the late 90s with horrific business decisions (Dragon Dice? Spellfire cards? A Buck Rogers RPG? the Encyclopedia Magica set that was so well put together and nice it LOST money? etc etc).  

The crew that ran out EGG deserves to be hammered, and a lot of the product was so willy nilly it could only lead to disaster.  It seemed even to me, who was a know-nothing brand new internet warrior in the early 90s, that they didn't have a clue (I didn't ask for Spellfire cards...none of my RPG buddies asked for Spellfire cards....no one I talked to across the world via the internet asked for Spellfire cards...I could go on...).  Their contempt for the consumer is well known, from the top down, and I seriously doubt if any attempt at marketing was ever made besides "Let's release some crap and these morons will probably buy it".

I won't go as far as to bash the product. As everyone probably realizes by now I'm an unabashed 2E supporter and it is still my game of choice to this day.  There were a lot of really excellent products produced in the 1987-1994 heydey that get a lot of short shrift (or NO shrift) by the public at large.  IMO some of the best D&D products period were released at this time. Love him, hate him, hate Elminster, hate the Realms, whatever, Ed Greenwood was a force that only EGG matched in terms of creativity and creation while at TSR.  You may grudgingly give him props, but in retrospect the man was a creative dynamo.  His creation changed the face of the entire hobby and especially it's flagship line, and even pulling out a supplement almost 20 years old and going through it, it has a touch of brilliance. Read the orignal FR boxed set by he and Jeff Grubb, before the Realms became indexed and examined and poked and prodded ad nauseum, and there is really something there.  The first few supplements are great.  Ruins of Undermountain is just starting to finally get the massive props it deserves.  

The fact the company was sqaundering and wasting tons of money shouldn't take away from the fact it was undoubtedly making money hand over fist...better upper management and money people could have made the company survive and thrive without the eventual WOTC bailout.  Hell, the fiction division alone had to be raking in the cash (how many printings have Salvatore's books gone through by now???)....which by itself shows you the level of mismanagement at every step.

In the end it's all how you look at the thing.  As I was saying about anecdotal, here's why it's hard for me to personally believe the claim that half the gamers left TSR after 2E:  In the years of 86-87, at lot of the casual D&Ders I knew dropped the game to move on.  A lot of the releases at the time were frankly poor, or Dragonlance stuff, and really didn't catch a lot of interest.  WOG had been gutted and EGG was gone.  Dragon magazine sucked. The best thing coming out at the time might have been Frank's redo of the basic D&D game. None of the "classic" modules of the scope of, say, the S series or U series had been released in awhile (Day of Al Akbar??? Bloodstone series???)

The local game stores at the time had "gamers books" which were looseleaf pages in a plastic holder, you filled out a short description if you needed aplayer or DM and what type of game you played. In these years the book was woefully empty and forlorn, with the same 2-3 names miserably sitting there week to week.  At the time my original group since 1978 or so had temporarily broken up, everyone heading off to school or work or whatever life threw at them.  The wind seemed out of everyone's sails.....it was hard to find a decent prospect for a new group.  

After the release of the Forgotten Realms in the summer of 1987, suddenly interest perked up.  The gamers book had a few more names.  I was able to recruit FIVE new players in the fall of 1987 in a campaign based on the newly released Moonshae Isles sourcebook for the Realms.  Interest continued to grow through the next year with the release of more gaming supplements for the realms, and the very good GAZ series for basic D&D, and I had to rebuff some efforts to join my new core group, since I didn't want to DM more than 5 at a time (actually both my brothers were back in the fold so it was almost unmanageable by my standards).  

I noticed at the time a new generation of players who had no clue what the "World of Greyhawk" was (excepting the laughable Greyhawk Adventures hardback, the last product had been the 1985 Isle of the Ape release, and it would be four more years until City of Greyhawk came out in 1989, having the look and feel of something that was already in development and tossed out without the fanfare it deserved).  Everyone I met that was new to gaming or had only come in on the tail end of EGG's departure wanted to game in the realms...it was getting the new push and support, and seems to have caught people's imagination, you saw a lot of copies of Douglas Niles Moonshae trilogy and Salvatore's Icewind Dales trilogy popping up here and there as reading material.  Most WOG fans I knew either switched entirely, or held on with only the occassional humiliation like Castle Greyhawk to rub salt in their wounds...

Anyway, the big boom came after 2E was released. Suddenly, the once empty gamers book at the local chain store was bulging with both players and DMs.  The Moonshae group was high level by now and we decided to start a second group...we literally had to go through AUDITIONS because of the amount of people answering inquiries for our group.  My phone rang off the wall, at this time I worked odd hours and also ended up running a very enjoyable FR campaign with just myself and my two brothers every Monday night from about 6 pm until midnight.  A note here, my youngest brother had played D&D with us sporadically but really wasn't a total convert until the Forgotten Realms was released...he never liked the WOG and wasn't a big fan of 1st edition, I guess you could say he really started seriously D&Ding with the release of FR in 1987..he was (and still is) a detail freak, he enjoyed all the tidbits and such in the FR boxed set which really piqued his interest in the game.

After Ruins of Undermountain was released in 1991, I wanted to run a Waterdeep/Ruins of Undermountain campaign. Once again, we ran auditions of players with myself, my middle brother, and another friend of ours. In the end over 20 gamers had run through the Ruins at different times, including some of my original group that had come back into the fold, and I was running about 3-4 seperate campaigns in Waterdeep at the time because I didn't want any one group to be too large (BTW, all the groups were living in the city and running in the ruins at the same time, and often there was crossover between groups.  I had a huge notebook where I detailed the actions of each group..if Group A got to the Blue Dragon's lair before Group B, and killed the dragon, it wasn't there for Group B...but they had better have cleaned out the treasure horde, or Group B would help themselves before  Group A returned!  A logistical nightmare...but loads of fun.  But I digress...).  We had to turn away or reject many more gamers...the response had been overwhelming.  We ended up running about three distinct groups through Undermountain for the next few years, until only my brother's group remained (and they eventually conquered the 3rd level and set up a stronghold there, effectively retiring themselves after a hard fought nearly 3 year campaign!).

Ok, the long digression was just to prove a point...anecdotally, with only my evidence to go on, the interest in D&D in my area shot up to levels I had never seen since the early days of 1979-1981 when everyone seemingly had a PHB tucked into their school lockers.  In my case, interest in D&D didn't drop off by 50% at the advent of the Forgotten Realms and 2E...hell, it INCREASED some several hundred percent to levels I had personally never seen in all my years of gaming.  It was all anyone talked about.  The books flew off the shelves of the local game stores. I have never had before or since to TURN AWAY players clamoring to get into our regular campaigns, nor had to have "auditions" where we had a gamer bring his or her character to a session and run a short scenario with the regulars to see if the player fit into our style.  It was a really enjoyable time for us and probably why to the day we still use 2E (that, and the presence of the core rules CD rom which I love).  

Anyway, as I said, this is all anectdotal.  EGG says half the people dropped out after 2E.  I know that in my area the amounts of people gaming rose to levels only seen in the heydey of the early 80s.  So that is the crux of why I find it hard to believe without cold hard facts, as personal experience has been the opposite of what was claimed.  

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Post Posted: Thu Aug 30, 2007 12:16 pm 
 

Badmike wrote:I know that in my area the amounts of people gaming rose to levels only seen in the heydey of the early 80s.


I read half-way through your post expecting you to say you began playing around 1988, not 1978. It's not that I don't believe you about 1e players who continued on to 2e, it's just that I'm racking my brains trying to remember the same & drawing nothing but blanks. What area are you talking about, DFW or elsewhere?

  

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Post Posted: Thu Aug 30, 2007 2:32 pm 
 

So, Badmike were you in the Dallas-Fort Worth area when this was happening? I was born in the D.C. area and frequented many game stores in NOVA, D.C. and Baltimore and my experiences are similar.
I'm curious what other people from large urban areas have to say about this...


Hmm, no, I don't have a gambling problem, I'm winning, and winning is not a problem. That's like saying Michael Jordan has a basketball problem, or Def Leppard has an awesomeness problem. So why don't y'all pour some sugar on that?

  


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Post Posted: Thu Aug 30, 2007 2:50 pm 
 

FormCritic wrote:
In Dragon 107, which is the issue that had the reader's poll in it, Kim Mohan mentions in his editor's column that recently for every player who has joined the game another has dropped out.

(Incidentally, it is Dragon #112 where Kim Mohan responds to the poll and notes that the Ares section is gone but that...rather petulantly...Dragon would continue to devote eight pages per issue to sci fi and super heroes crap.)

This is not a statistic, but it is an indication that sales had slowed down by early 1986...prior to 2nd Edition.

It is interesting to read Gygax's comment about the decision to go to 2nd Edition, and then read his comments from Dragon 103 about 2nd Edition.


I recall that editorial by Kim, and I could have sworn it was discussing Dragon Magazine sales, rather than sales for AD&D/D&D. If I am correct Kim was lamenting that they couldn't make Dragon Magazine grow anymore, and were working hard to just stay even.

On a pouty note I have you guys to thank for axing my Star Frontiers articles. :(

  


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Post Posted: Thu Aug 30, 2007 3:09 pm 
 

More anecdotal musings ...

IIRC, I started playing with the basic boxed set around 80' and started DMing AD&D in '81. I played in several groups (D&D and AD&D) and DMed 3 AD&D games for about three or four years, all Greyhawk stuff and old modules. I eventually stopped playing regularly to focus on the DMing, and would only play once in a blue moon. I also remember a gradual drop-off of players in my games from around 84-85 and on as guys left the hobby because of girlfriends or parents or whatever. Eventually I was down to a single group of 2 regulars by 1987-88.

When 2nd edition came out, I suddenly had no trouble finding players. And these were new guys that I had never played with before. Up until about 1993-94 I played in and ran many more games with many more people than I ever did under 1st edition.

And when 3rd edition came out. Yikes was it easy to find players! :o

So, anyway, I'm not convinced of this "half the gamers quitting" stuff surrounding 2nd edition either. At least not in my experience.

Steve


Last edited by prismatic_dm on Thu Aug 30, 2007 3:11 pm, edited 1 time in total.
  


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Post Posted: Thu Aug 30, 2007 3:10 pm 
 

FormCritic wrote:I've been having a good time spouting off on this strand.

Very therapeutic.  8)

We all do (or all should) this from time to time.  It keeps you from going insane.  So don't sweat it, we're not burning you in effigy or anything.  Well, I am but that's just because I hate effigies.  Particularly ones that look like my friends.

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Post Posted: Thu Aug 30, 2007 3:13 pm 
 

JohnGaunt wrote:Tangentially related to the Mark-Mike-Deimos-et.al. discussion, here's a link to a webcomic that has been using the announcement of 4E as a subject for the past week.

UserFriendly is an online comic that depicts life at an ISP.  The humor is computer-oriented, but the past week has had D&D as a subject.  Sunday's strip is always unrelated to the rest of the week's strips, so pay no attention to it.

. . . http://ars.userfriendly.org/cartoons/?id=20070824

Creepy.  Give that guy a ponytail and you're looking at my workstation.  And I work for an ISP.  (Well, an internet registrar that used to be an ISP, anyway.)

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Post Posted: Thu Aug 30, 2007 3:14 pm 
 

Badmike wrote:Anyway, as I said, this is all anectdotal.  EGG says half the people dropped out after 2E.  I know that in my area the amounts of people gaming rose to levels only seen in the heydey of the early 80s.  So that is the crux of why I find it hard to believe without cold hard facts, as personal experience has been the opposite of what was claimed.  

Utter nonsense.  My evidence isn't anecdotal at all -- I made it up entirely.

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Post Posted: Thu Aug 30, 2007 3:49 pm 
 

Remember that the premise is not that 2nd Edition ruined the fan base.  The premise is that 2nd Edition was a cash grab that reduced the overall fan base.

Draw a distinction in your mind between the health of the rules and the profitability of the game.

One thing to remember when discussing the switch between editions of D&D:

The goal of the switch is to sell books.

So, if 50% of the old players drop out...and you replace them with 40% of new players...then you have sold one hell of a lot of books.

The total base of the game is 10% smaller...but the pop in book sales is tastey indeed.

The numbers are theoretical, but the concept is not.

It is the book sales...not the overall state of the game...that are at the heart of an edition change.

If you read Gygax's interview...cited above...you will note how much TSR was depending on booksale pops from bestsellers like Oriental Adventures and Unearthed Arcana (the book that mortally wounded the AD&D rules).

Factor into Gygax's comments a natural and understandable tendency to see his own contributions as important....and you still have a hefty reliance on book sales.  

That would explain the willingness of TSR to publish the stupid and damaging books like Dungeoneer's Survival Guide and Wilderness Survival Guide. The motivation was cash, not game quality.


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Post Posted: Thu Aug 30, 2007 4:07 pm 
 

Speaking to the popularity of 2nd Edition.....local experiences may vary.

I made the switch to 2nd Edition and took my players with me...or vice versa.

However, 2nd Edition was the kiddy version of AD&D.  It was always the nerd at the ballgame, the stooge at the card table, the ugly girl at the party.

Tacky artwork, blue ink Barbie Playhouse graphics, silly hats, one million illogical splatbooks and all...yuk!

2nd Edition was like having an ugly sister.  She's still a part of the family, but you don't expect her to be prom queen.

I'm having fun inventing insulting metaphors but my point is this....

No one I knew was in love with 2nd Edition and I cannot think of a single game campaign that used the Forgotten Realms.  

Also...while I'm having fun spouting off...2nd Edition was also the version that first incorporated the idea that gender neutral pronouns and imaginary romance were somehow going to interest girls in the game.  (As if boys do not like romance!  They do.)

Not that 2E always used gender neutral pronouns, but I think much of the Barbie Magic Playhouse blue ink art was meant to appeal to girls.

Now THAT was an example of poor market research.  Girls who play D&D generally have one of two motives:  1)  They like the same cool fantasy things that the boys like, or 2) They like boys.


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Post Posted: Thu Aug 30, 2007 4:09 pm 
 

sauromatian wrote:
I read half-way through your post expecting you to say you began playing around 1988, not 1978. It's not that I don't believe you about 1e players who continued on to 2e, it's just that I'm racking my brains trying to remember the same & drawing nothing but blanks. What area are you talking about, DFW or elsewhere?


This is for the DFW area only...I wasn't familiar with any sort of gaming communities anywhere else in the state, much less elsewhere in the US (well, except for South Texas, see below), so as stated the report is merely firsthand info based on what I saw and did during this period.

You also have to understand the dynamics of the Dallas/Fort Worth area...I know you are outside of Austin, right Sauro?  I don't know the dynamics there, but typically in Texas (generally), all trends in the US start at either the west or east coast and slowly extend to the middle of the US as time goes by.  We are on the butt-end of every developing social, entertainment, economic, and other trends that occur in the US.
Despite being a fantasy nut and comic book dude since I was a kid, I had heard or seen nothing of D&D until a neighbor from Maryland moved here in 1977 and told us about this really cool game they had been playing for years up in the NE.  It was awhile before we even found a store that sold D&D...the old Hobbies for Dad and Lad tht had just opened up at the newly minted Northeast Mall in Hurst.  They had a very small selection of stuff, generally they carried everything published by TSR, but very little third party stuff (maybe a Judge's Guild module or two, nothing more).  There was literally, maybe, 2-3 other spots in the entire of the Dallas Fort Worth area where you might purchase D&D stuff back then, and none of them had the games prominently displayed.

Well, apropos of nothing, it took a long time for D&D to catch on in the Texas heartland, and it never actually caught fire like in some parts of the country.  We didn't have D&D or gaming clubs in any schools I knew of, nor elsewhere (I seem to remember there being a pretty active wargame/miniature wargamers society based in Dallas at the time, but they were outright hostile to the new fangled RPGers in town and a lot of the stores selling minis barely even did a trade in anything beyond the 1st edition rulebooks).  Most stores didn't even carry Dragon mag until the 30s, and it was "off in it's own section" near the back with all the other crap they didn't want to admit they sold.  Basically  you might find a lot of people who might play D&D, but it was not accepted, definitely underground, and hard to network among groups that played (you almost had to stumble upon another group at a public library or hear from a friend of a friend about another group that played).  Hell the local colleges didn't even have gaming clubs.  

Anyway just setting the table here.  Basically, my theory on why 2E did so well here was that by the time it was released (1987-1989 era) D&D had finally worked itself into the Dallas/Fort Worth conciousness to an extent where it wasn't automatically a stigma to carry around books, or it suddenly was easier to network (the gaming book at the local stores), and easier to find materials (Waldens was carrying most D&D stuff by then).  So what other states/areas experienced in the early 80s, the North Texans finally got a piece of later than usual, which was standard in this area.  Like always we are a few years behind the trend. Plus since there was such an influx of "newbies" into gaming, a lot of groups simply switched from 1st to 2nd edition in order to take advantage of the new blood coming in the hobby.

Interestingly, in 1981 my younger brothers moved briefly to south texas for a few years, where there was zero, none, nada, zippo gaming outlets. There wasn't a person in the entire high school where they went who had ever even heard of D&D, much less played it.  When my little brother scored above average in a vocabulary placement test (he remembers he was correctly able to identify the word "Harpy" due to his D&D connections), he was asked why, when involvement in D&D came up, the counselor immediately agitated to have him placed in psychological evaluation, with sternly worded missives sent home that he might have been "damaged" by exposure to that "satanic game".  Such was the atmosphere in Texas when in other parts of the country D&D was riding a crest of popularity....!

Now not speaking for Austin or Houston, which seems to have fostered a better gaming crowd during this era, plus more places to purchase the stuff.

During the period when 2E was released, it became almost impossible to find anyone left still gaming either 1st ED, or the WOG.  I know because at the time, I scored a lot of free gaming goodies from people who literally dumped their entire collection at the time  as they "made the switch" to 2E (I didn't really start openly soliciting D&D stuff for resale until the early 90s, but still got a lot of dump offs before that...)

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Post Posted: Thu Aug 30, 2007 4:29 pm 
 

FormCritic wrote:Speaking to the popularity of 2nd Edition.....local experiences may vary.

I made the switch to 2nd Edition and took my players with me...or vice versa.

However, 2nd Edition was the kiddy version of AD&D.  It was always the nerd at the ballgame, the stooge at the card table, the ugly girl at the party.

Tacky artwork, blue ink Barbie Playhouse graphics, silly hats, one million illogical splatbooks and all...yuk!

2nd Edition was like having an ugly sister.  She's still a part of the family, but you don't expect her to be prom queen.

I'm having fun inventing insulting metaphors but my point is this....

No one I knew was in love with 2nd Edition and I cannot think of a single game campaign that used the Forgotten Realms.  

Also...while I'm having fun spouting off...2nd Edition was also the version that first incorporated the idea that gender neutral pronouns and imaginary romance were somehow going to interest girls in the game.  (As if boys do not like romance!  They do.)

Not that 2E always used gender neutral pronouns, but I think much of the Barbie Magic Playhouse blue ink art was meant to appeal to girls.

Now THAT was an example of poor market research.  Girls who play D&D generally have one of two motives:  1)  They like the same cool fantasy things that the boys like, or 2) They like boys.


Then you must really hate 3rd edition...they've taking the gender neutral BS to stupefying heights....to the extent of using "She" for every gender identifying case..you know, for those millions and millions of chicks who are out there buying books and running D&D campaigns...wouldn't want to offend them..... :roll:

You touch on an interesting point...never met a single female who played D&D until we started Forgotten Realms/2E.  At least in the DFW area it seemed to bring in much more female gamers than the earlier edition did...maybe the Barbie Magic Playhouse art DID work!!!

I find this thead so interesting because obviously everyone's experiences were differnet based on not only when you started playing, but geographical location.  For example, Mark, after the release of 2E I couldn't recall a SINGLE Greyhawk campaign I saw anyone run for, oh, the next five years at least.  Everyone had something going in a corner of the Realms, though.  To the extent, when we finished the Undermountain campaign I detailed earlier, I wanted to run a From the AShes/Carl Sargent material based WOG "gritty" type campaign as a change of pace, the apathy was incredible.  To this day it's the most unsuccessful campaign (and shortest) I ever tried to run, after a few adventures the players admitted they weren't interested in the setting, as a matter of fact detested it, couldn't we just go back to the Realms????? 8O  Several players actually admitted they "hated" WOG, to the extent they said they would rather game in the Brithright campaign world (which had just been released).  

If at this point I had even suggested a "back to the basics" campaign using 1st edition rules, I would have been running solo adventures if I hadn't been lynched outright.  I could see what direction the wind was blowing at that point, yep......

Sadly I haven't run or attempted to run a WOG based campaign since....however, it was about then I finally moved all my adventures to my homebrew campaign world, so who knows what might have happened had I continued to use canned settings.....


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Post Posted: Thu Aug 30, 2007 6:32 pm 
 

However, 2nd Edition was the kiddy version of AD&D. It was always the nerd at the ballgame, the stooge at the card table, the ugly girl at the party.

Tacky artwork, blue ink Barbie Playhouse graphics, silly hats, one million illogical splatbooks and all...yuk!

2nd Edition was like having an ugly sister. She's still a part of the family, but you don't expect her to be prom queen.


If by "kiddy version" you meant dramatically better organized then yes, it was. I've never really understood the hate for 2nd because it was hardly any different than 1st. It always seemed to take all the good ideas from the expansion books and Dragon magazine and put them into a new edition. Thaco was an improvement, the monk was virtually unplayable, proficiencies seemed like a good idea, and thank Wotan for improved artwork. Without DAT and Sutherland it looked like some 8th grade art class was doing all the illustrations. The handbooks were excessive but they seem remarkably timid compared to the roided munchkin splat books of 3/3.5...

and I'm one of those people that really liked 1st edition


Hmm, no, I don't have a gambling problem, I'm winning, and winning is not a problem. That's like saying Michael Jordan has a basketball problem, or Def Leppard has an awesomeness problem. So why don't y'all pour some sugar on that?

  

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Post Posted: Thu Aug 30, 2007 7:25 pm 
 

Cattledog wrote:If by "kiddy version" you meant dramatically better organized then yes, it was. I've never really understood the hate for 2nd because it was hardly any different than 1st. It always seemed to take all the good ideas from the expansion books and Dragon magazine and put them into a new edition. Thaco was an improvement, the monk was virtually unplayable, proficiencies seemed like a good idea, and thank Wotan for improved artwork. Without DAT and Sutherland it looked like some 8th grade art class was doing all the illustrations. The handbooks were excessive but they seem remarkably timid compared to the roided munchkin splat books of 3/3.5...

and I'm one of those people that really liked 1st edition


Well you have to understand Cattledog that so few people on this site can look at anything past 1st edition with any sort of objectivity.  More of it has to do with the circumstances of the origin of 2nd edition (the Williams takeover and EGG ouster) than the game itself.  Plus the way TSR treated the consumer at the advent of the internet, with the trigger happy lawyers sending cease and desist notices to everyone with the word "AD&D" on their crummy site.  A lot of that enters into the equation, and then the splat books (which as you note makes zero sense, as there are now at least 100 more splat books for 3E as their ever were for 2E), the Salvatore Drizzt books, Elminster, Dragonlance (Ironically this series was 1st edition, oh well), the slow death of WOG, etc.  A lot of it is just old fashioned "Dammit, we did it this way when we were youngsters and WE LIKED IT!" syndrome.

I can still pick up a 1E DMG and while away the hours pleasantly, picking a spot at random to read.  But would I ever use the 1E rulebooks again?  Oh, hell no.  Not a chance.  For god's sake the books don't even have a INDEX......!  2E was better organized, better explained, and you can now actually play a bard.  

Change is scary, even if what is being changed to will make your life easier.  I honestly can't even grasp the concept that everyone wouldn't want all the rulebooks on their computer for fast and easy reference (not to mention not to have to carry them all around in a mailbag anymore)...isn't that what we all used to dream and fantasize about in 1980?    A computer program where you literally pulled up spells, monsters, and magic items??? But you have to understand, Cattledog, that all the baggage attached to 2E is what people hate more than the game itself or the refinements it brought to the game.

Mark's group looked on the 2E rulebooks as the "kiddie" rules...we looked on the vast minority still using the 1e rulebooks back in the day as....well, as kind of "slow"...if you get my drift.   :D  Only the sadly outdated bearded hippy types still dug out the Idol and efreeti cover books and spent endless minutes flipping through the pages to find a salient point to argue over...(index?  Anyone? index?).  

Plus, had you REALLY even done anything if you killed a 1E Giant or Dragon?  Please.  I've swatted puppies that were more menacing than the typical 1E giant lizard with a breath weapon.... :wink:

It's all perspective my friend.  My memories of 1E and the campaigns we ran are still golden.  But I'd like to go back to those days about as much as I would enjoy going back to puberty  8O

Mike B.


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Post Posted: Thu Aug 30, 2007 8:13 pm 
 

LOL!  I was just talking smack about 2nd Edition.  :lol:

Don't take it seriously. :P

The giants and dragons in 2E were much improved over their AD&D cousins.

Lots of other things were pretty good.

The art was terrible....usually a contest over who could wear the silliest hat.  One dwarf is wearing a bar stool upside down on his head.

I called it the kiddy version because it had that effeminate blue ink clip art that filled in every extra nook...some of it seemed to come right from a pre-teen girl's Barbie playset.  ("Clip art" is small drawings that can be added to anything to fill up space or add visual content.  It is called clip art because it used to be sold in sheets that could be cut out and glued...or used as a coloring template.  2nd Edition was full of blue ink clip art that spoiled the effect of the publications.)

The thing about the AD&D art was that people like me did and do like the amateur feel of the old products...exactly like an 8th grade art class drew it all!   :)

But, I seriously have never met a Forgotten Realms player and I wonder if anyone played Spell Jammer.  A couple people I knew liked to read Dragonlance, but I don't know anyone who played it.

I have a couple of players who have read all the R.A. Salvatore drow books...and I sometimes wish I could erase their memories and start fresh. The drow are not very cool in my campaigns.  (Maybe they played in the Forgotten Realms...I'll have to ask.)

My campaign was set in a corner of the Greyhawk world...but seldom interacted with the Greyhawk...what would you call it....storyline?

Greyhawk was really just the bones of a medieval fantasy world...the quality was uneven and the realism was marginal.  Still...it was a shared world that my players knew.

And, you're totally right, Mike.  The gender-switching pronouns in the 3.0/3.5 books makes them difficult to understand.  It was a mis-guided (or should I say mr-guided?), politically correct, grammatically incorrect thing to do.

And the index thing...totally true.  One of the things that drives me nuts about 3.0/3.5 is how often the rules for a given action are modified by rules printed elsewhere...and the index often ommits these crucial items, or leaves out subjects altogether.

I'm actually not married to any of the D&D editions...which is why the 4.0 thing does not really bother me.


"But I have watched the dragons come, fire-eyed, across the world."

  

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Post Posted: Thu Aug 30, 2007 8:25 pm 
 

And with that we bring you...

10 ESSENTIAL 2E PRODUCTS
and
10 2E PRODUCTS THAT BLEW CHUNKS

The best for first:

1.  Core Rules CD & Expansion Disc:  Every spell, magic item, monster, character class, etc, plus dice rolling programs, plus mapping programs, all core 2e Rulebooks plus about 15 addons, plus the ability to endlessly customize, all in one wonderful computer program. Yes, you could leave your books at home and just take the laptop (as I have been doing for the last 5 years or so).  The product we used to fantasize about in 1980 ("Man, what if we had like a computer program on the TRS 80 that could like CREATE RANDOM MONSTER ENCOUNTERS or ROLL UP CHARACTERS or even LIST ALL THE MAGIC ITEMS, man, how cool would that be???  Pass me another Carlin's Black label, dude...")  It says something (something sad) that WOTC never found the time to do a similar program for 3E....

2.  Encyclopedia Magica:  A four volume set (get the nice faux leather copies that cost TSR more to make than they sold for!) of every magic item since the dawn of D&D, up until 1996 or so.  Includes experience and gold piece values, as well as standardized abilities.  Absolutely essential.

3.  Wizard's Spell Compensium: Four volume set of every mage spell ever created....all standardized and index.  A great reference.

4.  Priest's Spell Compendium (duh...):  Again, a 3 volume set of every cleric spell ever made. See above.

5. Faiths and Avatars:  Should have been published 10 years earlier, then you wouldn't have heard people whining "But why do I have to play the Cleric???".  A logical progression of the rules for priesthoods, making each one unique depending on the type of god worshipped, did away forever with the "generic" priest approach, made it possible to actually have a priest of war, a priest of healing, and a priest of nature in the same party with completely diferent spells, weapons, specialty powers, and magic items they could use.  The basic structure is easily used to create a pantheon for any edition.

6.  Ruins of Undermountain. The first true "super" dungeon....give a man a fish, he eats for a day; teach a man to fish, he eats for a lifetime; hand him a copy of ROM, he has a campaign setting for the next two years.....

7.  From the Ashes: Call me a blashphemer, but Sargent's reboot of Greyhawk was actually a radical step to infuse life into what had become an underutilized campaign setting.  I know a lot of people don't like it, but I can't figure out why, unless it's just the old "It's not the way EGG would have done it!!!"  

8. Dungeon magazine: It switched to 2E with issue 17, ran 2e until issue #81, and without it, we would never have had a single 2e module worth more than a puddle of spit. Nuff said. It's hard to argue against the fact that every single decent 2E module was published in these pages...

9.  Volos Guide to...:  Vastly, vastly underrated resource.  Hundreds of descriptions of taverns, inns, towns, villages, hamlets, characters, places of interest, ruins, trails, alleys, georaphical areas, you name it. Any can be pulled out and used in your own campaign, whatever the edition, if you need a quick place setting or area.  Any one page contains more adventuring ideas than some complete boxed sets.

10.  Complete Guide to Halflings and Gnomes...KIDDING! KIDDING!  KIDDING!  PUT DOWN THE BATTLE AXE!
How about: Demihuman Deities: The last word on gods for all the nonhuman races, with detail about worship, specialty spells, pantheons, etc. I could also make a pitch for Night Below boxed set.

10 ITEMS THAT BLOW:

1.  Cards:  Any type of cards, the stupid "trading cards", the stupid "Spellfire cards", the stupid "Encounter cards", etc.  TSR got card crazy, even releasing psionic power cards at one point.....STOP MIT DER CARDS!

2.  Spelljammer.....D&D in space, blow me so very, very hard, thank you please....

3.  Dragonlance....(hell, Dragonlance for any edition blows hard, hard, hard...)

4.  Elminster:  The crotchety old man mage eventually became the symbol of ubermunchkinism, as Greenwood's beloved character as interpreted by others became unkillable, unstoppable, and unlikable in the end. Eventually became the rallying point of "too much magic/too many powerful spellcasters" for those who hated the Realms. Can you say "Deus Ex Elminstera?"

5. Salvatore's Drow/Drizzt:  The first trilogy is entertaining pap; unfortunately, TSR ran this cash cow into the ground, turning the mysterious and secretive Drow into the cover symbol for bad guys, making them as common as roaches under the earth, and destroying what many purists thought was a great arch villain. Soon, there were more drow being used as bad guys in adventures/supplements than orcs, and they seemed to be twice as common.

6.  Player's Packs:  A niche product....for retards.  Everyone wants a plastic lunchbox shaped piece of shit to hold their D&D stuff, right?

7.  Battlesystem 2nd edition....just as bad as Battlesystem 1st edition

8.  Maztica....what everyone was clamoring for....D&D in South America!

9.  Marco Volo trilogy....worst adventure trilogy ever...or...worst adventure trilogy ever? Symbolic of the "adventure path" mentality that took over official 2E module releases (which is why you need to just stick to Dungeon mag to get the best adventures of the time period)...honestly though almost anythng published during this time period sucks just as long and hard (GA series, for example)

10.  Vecna Lives...embellic of what the powers that be reduced the WOG to after EGG left.  Blows me so hard, I can't stand up.  I could have written a better adventure drunk, laying naked on a fire ant hill, with Ru Emerson and Jean Rabe each whispering in one of my ears......For giggles, the first encounter (where a lich...yes, a lich....completely destroys the Circle of Eight) is highly recommended.

YMMV

Mike B.


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Post Posted: Thu Aug 30, 2007 8:44 pm 
 

Badmike wrote:honestly though almost anythng published during this time period sucks just as long and hard (GA series, for example)


Speaking of the GA series, what the hell is up with the cover to GA1?  It's like someone told the artist "Okay, we want you to draw Mike Grell's Warlord character on a horse.  Yeah, just like that, but could you place it underwater and turn the horse into an aquatic creature?  Some sort of 'sea horse', if you will." :roll:

I'm particularly amused by the coral/rock in the foreground that covers where a horse's rear legs should be.  It's as if even the artist couldn't figure out exactly how the horse is supposed to transition to fish.


Last edited by g026r on Thu Aug 30, 2007 8:48 pm, edited 1 time in total.
  

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Post Posted: Thu Aug 30, 2007 8:46 pm 
 

In 25 years worth of gaming, I've played in Greyhawk, the Realms, and a single homebrew world. I DMed the WOG & FR campaigns while one of my players DMed his creation. We had the same 8 players for all that time with a hiatus of about 2 years. All of my players liked the Realms and only I liked Greyhawk. I have to admit that I really prefered Carl Sargent's vision of Greyhawk and found Zeb Cook's Greyhawk Wars story to be one of the best works of gaming fiction I ever read.

The point of my earlier commentary about 1st/2e was that the editions were nearly identical. I have a harder and harder time actually considering it and it's new incarnations to be genuinely D&D/AD&D. When thinking of the word "edition" you think of steps in an evolution. The changes in 3/3.5 and soon to be 4.0 are more like punctuated equilibrium or speciation rather than microevolution.

P.S. Watch out for 4.1 rather than 4.5 just in case of alot of changes...


Hmm, no, I don't have a gambling problem, I'm winning, and winning is not a problem. That's like saying Michael Jordan has a basketball problem, or Def Leppard has an awesomeness problem. So why don't y'all pour some sugar on that?

  
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