Amazing. All of the major editions of Dungeons & Dragons are now back in print, or will be shortly. Actual, real, material print. Yes, books:
Except one... Notice anything missing? How about the best selling (by far), and many would argue the best, version of D&D ever printed: The 1981 Basic / Expert sets. B/X - only the most popular RPG of all time. A game that sold millions of copies and changed the entire culture of gaming by bringing to a massive popular audience concepts like hit points, levels, character classes, etc. B/X is far and away the most played RPG ever.
It is true that B/X is now available for purchase as a PDF download. And the interesting thing is that it has been the hottest seller at RPG Now for weeks. Obviously there continues to be a hunger for this game.
So why doesn't WotC do a "Premium" print run of B/X for the types of nostalgic geezers that snapped up the AD&D reprints? If WotC wants to move books, surely a B/X reprint would be a no brainer, right? I mean, why in the world would they reprint OD&D before B/X? It doesn't make sense.
Well, there are two possible explanations that immediately come to mind. The more benign one is that WotC wants to do a B/X re-release right, and they are simply taking their time to design a great product.
The second explanation is that WotC is afraid B/X is too good and it will take market share from the 5e Basic Set (and, by extension, 5e Advanced). There are millions of us with B/X backgrounds that could easily jump right into this beautiful game. The two little books - B and X - are all you need for years of gaming. This game is so easy to understand. So well written. For the same reason that Labyrinth Lord is the most popular retroclone, I suspect that new and returning players would be much more attracted to B/X versus OD&D, AD&D, or 2e. And for 3.5 they would just go with Pathfinder.
WotC probably should be afraid of B/X and probably should not print it. And, despite the fact that I desperately love the old 1981 boxed sets, I actually would not be upset if WotC left B/X sitting simply as PDFs. Assuming 5e Basic will essentially be like B/X, but with a few updates like ascending AC and revised encumbrance, I would want it to succeed and to serve as a bridge between younger and older players. B/X is such a powerfully great game, a reprint might only contribute to the edition-driven fracturing between generations.
Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts
Wednesday, February 20, 2013
Thursday, January 17, 2013
5e: Returning to a Basic / Advanced Model? Awesome!
A few days ago Mike Mearls made a fairly exciting post on the D&D Next website. In it he expands on some earlier discussions outlining plans to craft a two-tier system for D&D Next, where there would be a completely stand-alone basic core set that could then be expanded to make a crunchier 3.5/Pathfinder like game if players so desired.
Mearls description of the core set makes it sound like it would be squarely aimed at OSR-types, new gamers, and returning gamers. His vision essentially describes as a virtual re-release of the 1981 Basic/Expert set combo. I am stoked! This model would be something that would differentiate 5e from Pathfinder while also leveraging D&D's pop cultural visibility to attract new players into roleplaying. I like it and I hope it happens.
Mearls' post is also kind of amazing because it reads like he is making a point-by-point response to my previous musings on the last D&D Next playtest packet, right down to paring down combat options and citing Settlers of Catan as a model for maximum rules complexity. Hmmm....
I just want to express how excited I am by what is being expressed. I am hoping to see a playtest packet of the new Basic Set soon!
Mearls description of the core set makes it sound like it would be squarely aimed at OSR-types, new gamers, and returning gamers. His vision essentially describes as a virtual re-release of the 1981 Basic/Expert set combo. I am stoked! This model would be something that would differentiate 5e from Pathfinder while also leveraging D&D's pop cultural visibility to attract new players into roleplaying. I like it and I hope it happens.
Mearls' post is also kind of amazing because it reads like he is making a point-by-point response to my previous musings on the last D&D Next playtest packet, right down to paring down combat options and citing Settlers of Catan as a model for maximum rules complexity. Hmmm....
I just want to express how excited I am by what is being expressed. I am hoping to see a playtest packet of the new Basic Set soon!
Tuesday, January 8, 2013
D&D Next and the Ultimate Criterion of a Good Game
For me to adopt a roleplaying ruleset it must meet my ultimate criterion: non-gamers can jump into a game quickly and not have to spend time between games reading rulebooks.
Why? Practical experience. Many of the most enjoyable, creative, and engaging players I've had in sessions are not gamers per se. They are people who would likely never think of buying or reading a roleplaying rulebook, even in the depths of a regular campaign. I've found that a player's previous experience playing RPGs is a fairly weak predictor of how fun he or she will be at the table. Behaviors that are much better predictors of player quality might better include... say... daydreaming, frequent laughing, weeping in the cinema, doodling in margins, appreciation of telescopes, the ability to identify mushroom genera, playing fiddle, or staring at clouds.
Thus, the rub is that rulesy games risk precluding great players.
I'm a gamer and I have no problem with rules. In fact I pride myself for my ability to absorb and teach rulesy boardgames very quickly. But take my friend the biogeochemist, take my friend the puppet maker, take my friend the insect taxonomist, or take my friend the thirty-something lapsed gamer. There's no way these people are going to sit down with me to play the current flavor of Dungeons and Dragons, even though it's an amazingly cool game for what it is. But, hell, I want them to come over to my place, enjoy a stout, and pretend to be elves.
One of the wonderful things about the original D&D boxed sets and their retroclones is that they meet my ultimate criterion perfectly. In 15 minutes I can have a non-gamer cheering, talking in a funny voice, or trying to communicate with a goblin in sign language. This is remarkable if you think about it.
After the original announcement my hope was that D&D Next would fit my criterion. It would be a simple, intuitive set of core rules with the complexity level of Monopoly or Settlers of Catan, yet, because it's called "Dungeons & Dragons", it would still sport name recognition and commercial reach such that there would be significant interest in mainstream gaming circles and no dearth of would-be adopters.
My reading of the first D&D Next playtest packet made it seem like this could quite possibly happen. With sadness, however, I just browsed the newest playtest packet released Dec. 17. It's now crystal clear this isn't going to happen.
D&D Next is becoming too too too complex. Like the edition(s) before it, it's a game targeted at gamers. There are too many pages presenting lists of formalized special powers with capitalized names. There are too many categories of these abilities, specializations, and so on. There are too many formal actions a character is permitted to make in combat. Simply, if a session were to go smoothly a player would have to know a lot of rules before coming to the table. Players couldn't simply describe in plain English what they would want to do - they would have to present a list of capitalized code words that would permit reference to highly specific formulas in the text. There is just no way I could have a quick session of this game with my non-hardcore gamer friends or family. For a session to work, all players would have to have read the rules in some detail beforehand and would constantly be consulting books during play. This is antithetical to the fast-moving, intuitive style of roleplaying I prefer.
Having just moved to a new town I was toying with the idea that eventually I could get a group together where we could start by playtesting D&D Next, then ease into the final published version. Not now. Too bad, really.
Why? Practical experience. Many of the most enjoyable, creative, and engaging players I've had in sessions are not gamers per se. They are people who would likely never think of buying or reading a roleplaying rulebook, even in the depths of a regular campaign. I've found that a player's previous experience playing RPGs is a fairly weak predictor of how fun he or she will be at the table. Behaviors that are much better predictors of player quality might better include... say... daydreaming, frequent laughing, weeping in the cinema, doodling in margins, appreciation of telescopes, the ability to identify mushroom genera, playing fiddle, or staring at clouds.
Thus, the rub is that rulesy games risk precluding great players.
I'm a gamer and I have no problem with rules. In fact I pride myself for my ability to absorb and teach rulesy boardgames very quickly. But take my friend the biogeochemist, take my friend the puppet maker, take my friend the insect taxonomist, or take my friend the thirty-something lapsed gamer. There's no way these people are going to sit down with me to play the current flavor of Dungeons and Dragons, even though it's an amazingly cool game for what it is. But, hell, I want them to come over to my place, enjoy a stout, and pretend to be elves.
One of the wonderful things about the original D&D boxed sets and their retroclones is that they meet my ultimate criterion perfectly. In 15 minutes I can have a non-gamer cheering, talking in a funny voice, or trying to communicate with a goblin in sign language. This is remarkable if you think about it.
After the original announcement my hope was that D&D Next would fit my criterion. It would be a simple, intuitive set of core rules with the complexity level of Monopoly or Settlers of Catan, yet, because it's called "Dungeons & Dragons", it would still sport name recognition and commercial reach such that there would be significant interest in mainstream gaming circles and no dearth of would-be adopters.
My reading of the first D&D Next playtest packet made it seem like this could quite possibly happen. With sadness, however, I just browsed the newest playtest packet released Dec. 17. It's now crystal clear this isn't going to happen.
D&D Next is becoming too too too complex. Like the edition(s) before it, it's a game targeted at gamers. There are too many pages presenting lists of formalized special powers with capitalized names. There are too many categories of these abilities, specializations, and so on. There are too many formal actions a character is permitted to make in combat. Simply, if a session were to go smoothly a player would have to know a lot of rules before coming to the table. Players couldn't simply describe in plain English what they would want to do - they would have to present a list of capitalized code words that would permit reference to highly specific formulas in the text. There is just no way I could have a quick session of this game with my non-hardcore gamer friends or family. For a session to work, all players would have to have read the rules in some detail beforehand and would constantly be consulting books during play. This is antithetical to the fast-moving, intuitive style of roleplaying I prefer.
Having just moved to a new town I was toying with the idea that eventually I could get a group together where we could start by playtesting D&D Next, then ease into the final published version. Not now. Too bad, really.
Friday, January 27, 2012
Criswell: WotC to Reprint 2e
The Amazing Criswell says: I predict that in the year 2013 fans of Dungeons & Dragons will take an incredible journey back in time! Advanced Dungeons and Dragons Second Edition will rise from the dead! However you MAY BE SURPRISED because this well-loved modular zombie may GO BY ANOTHER NAME! In my mind's eye I see THE NUMBER FIVE!
Rejoice, friends, because in this not-so-distant future I see gamers around the world joining hands as they march through the GATES OF FUN led by their RESURRECTED LORD! I see..
There will be "an underlying foundation or core game, which is D&D distilled to its essence"!
"If you like a tactical game with lots of maps, miniatures, attacks of opportunity and the like, you can use modules to have that game"!
You can "build your own castle"!
"have followers"!
"mix with royalty"!
You can have "extensive skills and ways to customize your character"!
You can have a game that is "tactical"!
...or "epic / high-level"!
Yes, friends, the future will soon be the past!
[Criswell thanks E. Foley, Monte Cook, Mike Mearls, and Jeremy Crawford for their help (in quotes) visualizing these future events!]
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