A couple of years ago I worked with someone who was coming back into the (video) games industry after being out of it for over 10 years.
When I mean ‘out of it’, I mean it was like he’d lived in a cave for a decade. He hadn’t played key games; more than that, didn’t even know what they were.
It was simultaneously terrifying and exhilarating to talk to him. Terrifying because he was in charge of some major product decisions; exhilarating because he came to everything with incredibly fresh eyes and intense new ideas. Needless to say he’s now blazing a trail somewhere.
I feel a little bit like that in relation to tabletop roleplaying today. Apart from the odd session here and there, almost always with an old system, I haven’t been properly aware of or up-to-date with the roleplaying industry since… probably 1994, when I was finishing university.
Since then I’ve seen things peripherally – like Dungeons & Dragons losing the ‘Advanced’ tag, like Games Workshop finally admitting it doesn’t do RPGs anymore, and sending their properties elsewhere (twice). I’ve also attended enough games shows in the last four years that I’ve seen some of what’s been played.
What I didn’t see (because I had no real reason to look) was the seeming re-invention of roleplaying as a hobby, rather than an industry – thanks to the Internet. It’s easy to joke about (“Nerds on the Internet? No way!”) but it’s obvious to me that the Internet is now allowing roleplaying to become what its fans want, rather than what some giant toy or games conglomerate decides it should be.
Which is damn cool.
It’s damn cool because – as others have pointed out in more erudite terms than I’m about to – quite possibly, roleplaying was never supposed to go from being a hobby to being an industry. When it was an industry, in comparison to today’s multi-billion dollar games empires, it was only ever a tiddler anyway. Even that couldn’t sustain.
Why? For the obvious reasons that I think a lot of players instinctively knew, and which was one of the promises that got us into roleplaying in the first place. Namely: buy this game and a lifetime of adventure awaits.
In other words, we don’t need add-ons or supplements or 2nd Editions; if we want to, we can do everything we need to with that first rulebook or boxed set, and nothing else.
For me, and possibly for a lot of others, that was all I ever needed from roleplaying. Sure, I was happy to buy a lot of different games, and yes, I got the odd supplement here and there. I never felt obligated to buy anything though; I never needed to. So in a way, roleplaying – as an industry – sewed the seeds of its own destruction when it was created. It was a hobby that could, if you wanted, begin and end with one single purchase.
That was extraordinarily powerful to a lot of people, I think; that brought in the sales, which made some publishers think “Hey, this could be big business!” What I think those publishers failed to see was that there was always going to be a limited audience for the hobby. When they started to realise that, I think that’s when the business model changed from “Sell a lot of people one game” to “Sell a limited amount of people a lot of games and supplements”. That was never going to sustain in the long-term, and it hasn’t.
Which brings me to today, waking up out of my long sleep, looking around and seeing that roleplaying is sort of back to where I started. There are lots and lots of games available. Some from ‘big’ publishers, some from small publishers, some from individuals. There are a million different possibilities of play out there. All it takes is one book, some dice, and imagination.
Don’t know about you, but I’m ready to dive back in.

#1 by Shadowe at March 25th, 2009
You know that you can’t post about roleplaying without me making some comment or another.
So here it is:
The roleplaying ‘industry’, such as it was, pretty much coincided with AD&D 2E. Here’s my reasoning –
D&D was a lovely and simple hobby-game, with at most 5 boxes and some published adventures.
AD&D 1E comprised about a dozen books.
AD&D 2E had… two core books, not less than 7 Monster Manual 3-ring-binder supplements, a “Complete” book for each of the 8 classes and the 6 races, plus supplements ad infinitum, adventures, campaign guides and a billion and one other books.
And then they went and rereleased most of it.
That’s a lot of books.
D&D 3E looked like it was going the same way, but 3.5E was much more “back to basics”, and 4E, while it’s still early days, looks to be focussing more on giving options for what’s already there, rather than adding thousands of new classes.
Get diving, because the possibilities are endless, whether you play D&D or White Wolf’s Storyteller system, or one of the thousands of other RP systems out there. The only limit is your imagination.
#2 by Rockjaw at March 26th, 2009
I was counting on your contribution.
It’s interesting you place the ‘cut off point’ at the publication of AD&D 2nd Edition. I certainly remember feeling at the time – what, 1989 or so I think – that things had ‘changed’. It was pretty momentous, considering that until that point, AD&D fans had been playing with rules that were about 10 years old, and reprinted but not revised.
Perhaps unsurprisingly, the ‘old-school movement’ (well, specifically, James Maliszewski in his post, ‘The Ages of D&D‘) puts the ending of the ‘Silver Age’ in 1989, in-line with the publication of AD&D 2nd Edition.
Reading between his lines though, it seems that most seem to think the true ‘corporatisation’ of D&D started in 1983 with the Red Box Basic rules, the first product from TSR that was really designed to cater to a mass-market audience. It’s also unsurprising that the general opinion seems to be that the ‘Dark Ages’ began when TSR was bought by Wizards.
I honestly can’t comment authoritatively on anything beyond AD&D 2nd, as this post makes it clear I’ve been a bit out of touch. However, your comment about 4E makes me think that perhaps Wizards of the Coast (and more importantly, Hasbro, their owners) are probably aware that they’re marketing D&D to an increasingly dwindling fanbase who are internet-savvy. With that in mind we see the decline in the number of big books, and the rise in the number of net-resources.
What I don’t expect they saw coming was this Open Source, grass-roots revolution that seems to be quietly gathering pace, as the early ‘pioneers’ of D&D re-invent the original game(s) for themselves.
#3 by Shadowe at March 26th, 2009
1989 was when I started GMing D&D campaigns. I remember being ecstatic about the simplification that was seemingly prevalent in these fantastic revised rules. Gone was the horror or the “floating 20″ attack roll. Gone was the pain and anguish of the insanely complex random encounter charts. Gone was the ridiculously low level-limits for what were then called “demi-humans” (that’s elves and dwarves et al to anyone not conversant in old-school D&D nomenclature). Suddenly huge vistas of opportunity were opened – the Bard class was no longer *utterly* impossible to get into, for example. Monsters were all laid out in an easy to understand format that made it simple to pull one out of the manual and insert it into a game session.
The turning point for me as far as AD&D 2E was concerned, and the point when I recognised that is was “going downhill” was with the release of one book. Innocently called “The Complete Bard”, it paved the way for D&D 3E, but was the ultimate doom of AD&D2E.
Why, you might ask?
It’s simple, really. Prior to The Complete Bard had been released books for Fighters, Wizards, Thieves and Clerics. These books expanded on those classes in simple incremental ways, and introduced the concept of “Kits”, which were a bolt-on package of abilities in addition to the core abilities of the class. The Complete Bard took it a HUGE step further. The Kits for Bards were not bolt-ons. They were complete replacements for the core abilities of the class. To anyone D&D3E-savvy, they were like Prestige Classes that you had to take at level 1. One Bard Kit in particular always sticks in my mind, because it almost destroyed a long-running campaign of mine – The Blade. This was a bard only by association. He didn’t use a musical instrument – his performances were done with his weapons, and he utterly blurred the line between the Bard and Fighter. Suddenly half-elves were catapulted into the stratosphere as the character of choice, because the Fighter/Bard multiclass, when the Bard had the Blade Kit, became an almost unstoppable machine of death, which a lowly fighter could never hope to compete with.
I remember, when my gaming group got their hands on a copy of The Complete Bard, one of my first comments was “This is not a Bard any more… this is a whole new class.”
Pretty soon the whole game was turning that way, with expanded rules options for any number of things, from combat tricks to new magic systems. It stopped being about the 8 classes and became about the infinite number of ways you could tweak your character to become far more than you should reasonably be.
But there were only a handful of books ever released on how to be a good GM. It was a case of “learn as you play” more often than not.
By the time Wizards bought out TSR in the mid-90s, the AD&D2E ruleset was indescribably complex. It was possible for someone to create an obscure, yet hugely overpowered character. Need I say Svirfneblin? There was a race that was vastly superior to any other that had ever been published (capped Armour Class by about 6th level, regardless of class), with absolutely no drawbacks whatsoever. It was unsustainable. It was a house of cards, and while the bottom layer was pretty stable, it had balconies, a helipad and so many extras that shouldn’t exist on a house of cards that I can see, with hindsight, that it was inevitable that the game system would collapse. With the increasingly prevalent use of the internet and computing, there was more and more demand for a simplified ruleset. One that was consistent, and balanced, with structure, and where it was possible to easily see what impacted what else.
I rejoiced at 3E. Here was a game system that was recognisably D&D, where “choice” was the watchword. Each choice would provide an advantage to the character in some way, but dependent on the choice made, it might be detrimental in others.
It wasn’t perfect, as anyone who ever tried to play a character race with a Level Adjustment will be painfully aware, but it was a whole hell of a lot easier to understand than the house of cards, and it was simple to create additional options to slot into the existing game.
I’ve said it before, and I’ll say it again – 3.5E is the pinnacle of sophistication for the D&D game. It is capable of anything. It can be morphed into anything – if you don’t believe me, dear reader, I direct your attention to d20 Modern and Mutants & Masterminds (the latter being far more successful than the former). Here we have the same core game system and rules, each about 75-85% compatible with the D&D game (and therefore simple to integrate should the desire strike you), but one a setting based around adventures in the modern world, and the other all about Superheroes.
I had a lot of fun once with a jedi in a D&D campaign, thanks to the Star Wars d20 rules.
A point of clarity – I use the word “sophistication” very cautiously. D&D3.5E is sophisticated because it is so flexible – at its core, it is a simple system, but with nigh-infinite applicability – but also because once you start wrapping a genre around the core game, it can get very complex (in the scientific meaning of the term, which is not the same as complicated). But because everything that exists in the game-world uses the same set of rules, it is also internally consistent. There are aspects of it that are over-complicated (skills springs immediately to mind), and that can be reworked into more sensible structures, but as a whole, and as a game-system that has been *released*, it is the most flexible RP system I have ever seen *that doesn’t need a calculator to create a character*.
I loved, and still love, 3.5E. It has its faults, and some of them are glaring ones, but it comes very close to perfection when you have a group of players who want *every* possible choice to be open to them.
4E has thrown a lot of that away. 4E is D&D as it would have been written in 1974 if such a thing as professional roleplaying game designers had existed back then. It’s simple. A lot simpler than 3.5E, because a lot of the choices have been pared away. It has the advantage that every character, every time they act, has a choice to make. And “I swing my sword at the orc” is *rarely* the optimal one. Every time a character levels up, the player has a choice to make. It might be “which if these two powers do I choose?”, or it might be something that drives the character’s destiny forward in some strange way that hasn’t been at all obvious to date. I said that 3.5E was all about choices, and it is, but those are all class-based choices, really. All based around “what class optimises me?” or “what makes me better at being a wizard?”. 4E has drawn it back a step, and it’s now “what cool option can I pick that will enable me to function better in the party during our next encounter?”
D&D4E is the modern-day equivalent of the old red box (that being the first D&D purchase I ever made… except for the fact that I actually stole it from a cousin of mine). It’s that easy to pick up and play with. But it’s not as capable a gaming system as 3.5E in that it doesn’t allow much in the way of customisation of your character outside its core class role – A Fighter will almost always be best off acting as a Tank. A Ranger or a Rogue should dance around the battlefield and dish out insane quantities of damage – DPS, to us MMOers. A Wizard is all about affecting the entire battlefield. In 3.5E it was possible to make a character who could do all of those things, but he simply wouldn’t excel at any of them.
I have literally dozens of 3.5E books, sold to me by WotC, and I don’t regret a single one of them. I have the majority of the current 4E releases, too, and I don’t actually regret any of those, either. I’m running a weekly 4E game, and enjoying it a lot, especially watching my players learn a little bit more about what they’re capable of every single day – can they bluff the trolls into letting them into the lair? Would a dragon finish them off? Can they sneak past a carefully prepared ambush?
I’m certainly not extolling the virtues of either game-system over the other, because to me, as a player, as a GM and as someone who has an intense interest in how game systems are constructed, I can see what both are trying to achieve, and they both do it very well. Far better than any previous versions of the game.
But I do worry that 4E is catering to what I think of as “instant gratification gaming”. It takes minutes, at most, to create a 4E character. Awesome. I take longer than that designing costumes in City of Heroes. Your new 4E D&D character can immediately get on and do stuff. His abilities are mostly usable all the time, or at least once per encounter (well, there are the awesomely-powerful dailies, but he probably won’t actually use them that often), and from one game-session to the next, or even from one game-day to the next, he is clearly defined, and follows a clear and steady progression as you level him up. In contrast, 3.5E allowed for some insanely detailed planning. It always seemed to me that if you plan a character in that much depth, spent that much time considering the options, adjusting the details, then you have a little bit more invested in that character. A little more desire to see the character grow a little further, and succeed a little more. You’ve *built* the character. 4E lets you throw a character together. I can guarantee that with even the most rudimentary consideration as you throw it together, then it will be a viable and useful character.
“Instant Gratification Gaming” – the curse of the online world as far as RPGs are concerned… but also a way to expand the player base. Easier game = easier to teach = easier to get into. That’s got to be good for the RPG hobby as a whole.
#4 by Rockjaw at March 26th, 2009
(Why don’t you have a blog?
)
I agree an easier game should be good, but I do wonder; having not played 4E (or 3.5 or 3), why is there so much hatred towards ‘em as systems, at least from these ‘old school gamers’?
It’s not just nostalgia, I think. They genuinely seem to feel that 4E isn’t D&D in the ‘true’ sense, and hence have gone off to create their own, old-school systems – going back to the ‘true source’ of D&D in the process.
I even saw one forum poster deride current (and recent) players as ’4rons’ and ’3tards’ the other day. So the feelings are obviously strong.
Any thoughts on that?
#5 by Gangrel at March 27th, 2009
/me is critted by a wall of text for 9999 damage and i miss my reflex roll.
I enjoyed 2nd Ed AD&D alot. I mean ALOT. If anything, it was because of the game setting worlds that were now available (Dragonlance Chronicles anyone?).
Then came 3rd Edition.
I was apprehensive, and i remember when Wizards released their standalone game on the net, that showed the players what the D20 system was all about.
I was impressed with it.
Combat was FAST and decisive, everything was streamlined down to the very core of making a game fun. No longer were you spending 30 minutes on a fight that lasted 2 rounds, and that was just due to the HUGE number of rolls that were required at that point in time.
So when 3rd Edition was finally released we all ran down to our local sotre and bought up the books (a good source of many RPG’s, swords and models) needed.
2 books? Surely some mistake.
Nope no mistake.
Ok granted, the prestige classes were in another book… each class had their own book as well…. hell even game worlds (Forgotten Realms) had their own source books…. but that is what made it consistent.
The core of the system was WHERE you needed it. All in 2 books. Everything was purely addition and easily ignorable. Nothing was required apart from the Players handbook/Dungeon Masters Guide.
Sure you could have coped with just those in the 2nd Edition/1st edition… but you would have been hard pushed though. There was inconsistency between the source books as well, that actually made it harder to keep everything “flowing” as it were.
Forgotten Realms had EVERYTHING you needed in there to run in that world (even its own section for prestige classes), so everything was self contained and modular.
It just worked.
Have to agree with Shadowe in that 3rd Edition allowed for highly specialised/flexible characters… the choices that you made at the START, you could (with enough time) take the time to change the focus of the character.
*goes back to remembering about his rogue that then became a thief/fighter, then a guild thief and then a werebear in one campaign. He became REALLY crap as a thief at the end unless you needed a trap removed…. doors were normally just smashed and not picked etc*
I have to admit that i have yet to try out the Starwars D20 system, and being honest, i am apprehensive about it. I think that is because i am too attatched to the D6 system that they had originally implemented…
#6 by Zortel at March 27th, 2009
Re: Rockjaw on the edition wars.
Short, simple answer? They’re fans. People will argue over film adaption vs source material, series versus series and all other reasons. The trait of fanaticism that can run in fans, combined with the investment of time and money in an edition can lead to strong feelings. Someone invests time and money in x and it’s products and builds up loyalty to a brand, plus the quintessential part of fun( x = (tmf)=L would be acceptable maths, I think?) and then a new product y comes out. The fan may feel worried about their brand having its support and release schedule whittled away, new players going to the new version (meaning a lack of players for their games) or feeling slighted. Plus Rose Tinted glasses of a strong enough perscription means people can look back fondly on THAC0 and Grapple and oh dear Shatner, Attacks of Opportunity with fondness.
I can’t quite work out how I’d do a formula for product y though, but you can kinda see where I’m going… right? I hope!
#7 by Rockjaw at March 27th, 2009
Of course, Z, fanaticism plays a strong part in it. I’ve read enough reasoned arguments against 4E to know not all ‘haters’ are just fanatics, too. Just interested to know what 4E does that drives people so crazy.
Anecdotally, I hear people saying that 4E is a ‘miniatures only game’ and that it ‘steals too much from MMOs’. Those two factors alone take it a long way from a traditional D&D game, to my mind (although yes, I do realise D&D sprang from Chainmail, which was a miniatures game – but you never really needed figures to play).
It’s not a huge mystery that needs solving, it just interests me. The depths of feeling show that 4E was obviously a huge, huge shift for Wizards, and I think it may have been influenced by the videogame market. Which is a shame in a way, because it’s another example of D&D devouring its own tail; becoming influenced by the very products which it spawned in the first place.
#8 by Shadowe at March 27th, 2009
Re: Why do some “old-school” D&D Players hate 4E.
Anyone who has said “It’s not D&D anymore” is absolutely right. This is a subject that I can wax eloquent on for hours, but it all really boils down to the following (which is a true story based on my own, personal experience):
Take one AD&D 1E dark elf fighter.
Build him up to max level in AD&D 1E. That took a couple of years, realtime.
Convert him into AD&D 2E. Time taken to convert: Approx 20 minutes, if you use the ENTIRE 2E ruleset.
Build him up to max level in AD&D 2E. That took another few years, realtime. I then stopped playing him, but I had 5-6 years of time invested in this one character. He is, and forever will be, my MAIN D&D character, even if I never play him again.
Convert him to D&D 3E. Using the conversion book, that took about half an hour.
Play him a little in 3E, but not much. I have other, newer characters to play.
Convert him to 3.5E. That’s a ten minute job, most of which is actually writing out his new character sheet.
Play him a little in 3.5E.
…
TRY and convert that character to 4E. It cannot be done. Not “it’s hard to do” – IT CANNOT BE DONE. A character that I had played, on and off, for 15 years, either has to be COMPLETELY restructured, losing huge chunks of his capabilities and uniqueness, to force him into the roles defined for him by the 4E ruleset, or I cannot play that character in a 4E game.
4E is built around combat capability, and also around the use of miniatures, but that is UTTERLY secondary as far as I’m concerned. If Chemlak can’t be converted easily, without losing what made him the character he always was, then I cannot see that game as even a substitute to D&D, let alone another edition of the same game. Heck, I’ve successfully built him using the Buffy the Vampire Slayer RPG rules and it works better than a 4E version does!
#9 by Shadowe at March 27th, 2009
I will point out, though, that I’m not lambasting 4E. As I said, I like it as a game. I can clearly see the MMO influences in it (most easily spotted in the “Class Roles”), and it really does ‘work’ as a game. But everything in it is all about “what can be used in an encounter”. Gone are the heady days of building a character with abilities that are useful out of fights. It’s a step back to basics, and I think it loses out because of it. It certainly fits the bill as being a game designed to have “mass-market appeal”, and to be attractive to MMOers, but it feels like a step too far.
It works, but to bastardise the writing of L. Frank Baum – “We’re not playing D&D anymore, Toto.”
#10 by Rockjaw at March 27th, 2009
Exactly. It’s not the same game. It’s a new game, to appeal to a new audience, who are post-HeroClix, post-Magic, post-WoW. Perfectly decent strategy, to try and appeal to these people (and from what I read, it’s working)… but it’s not D&D. Heck, I’m not even sure it’s roleplaying in a pure form. (Let’s not open up that can of worms though.)
Found this blog post today that pretty much encapsulates why I don’t think I’d take to 4E:
http://rollad20.blogspot.com/2009/03/differences-in-versions.html
In short: I heart the first diagram.
#11 by Shadowe at March 27th, 2009
I have previously described D&D4E in these terms:
“It is an awesome, incredibly well-detailed, balanced, artfully constructed *miniatures game*.”
I’ve not seen anything, yet, to make me change that opinion. I’m currently running a Paragon-level (11th atm) adventure with my regular gaming group.
During the last few sessions of my 3.5E game, I stole some of the 4E rules that I really love – Passive Perception, Defences rather than saves, and they performed flawlessly. Once I’m comfortable with the 4E ruleset, I’m going to take the time to write up what I think of as “3.75E”, which will be a set of guidelines for using the best bits of 4E and shoehorning them into 3.5E.
#12 by Shadowe at March 27th, 2009
Oh, and blog… Umm, yeah, I’ve totally got one: http://chemlak.blogspot.com
I’ve had the account for a while, just never used it.