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Layoffs at WotC 286
Abies writes "During last year or so, quite a lot of people were fired from WotC - current owners of the D&D line. A few days ago, _most_ of big names out there had to quit - including Skip Williams and Jeff Grubb. Official WotC press info, Enworld news about that and a Monte Cook thread contain some more detailed info.
Do you think it will spell an end to D&D ? After something which seemed to be a ressurection of old-time RPG, Hasbro seems to kill the biggest RPG company out there. Will OGL and the D20 license be enough to preserve the genre ?"
It's all in your head (Score:5, Insightful)
WotC could lay off because the project is done. (Score:4, Insightful)
The only thing d20 still needs is a good set of software tools for GM's who like to run the game from their laptops, and due to the open nature of d20, I'm sure a lot of amitious hackers are going to fill that void anyway.
As long as WotC offered these guys a nice, fat severence package as a way of saying "thanks" for their efforts, I have no problem with seeing them cut loose.
Re:WotC could lay off because the project is done. (Score:2)
If you are willing to go with a mostly accurate representation of AD&D 3rd ed., check out the level constructor for Neverwinter Nights. It's in-fucking-credible, and the game is just as good. I've been playing this game, probably over 200 hours now, and i'm 1/2 way done. And I've loved every minute of it. But you can do just about anything in the Level editor, control conversation, script, macro, everything.
~Will
Feh. (Score:2)
It would be nice, if the people writing it could actually code. Instead, you get weekly bug fixes that are actually bug releases.
Re:WotC could lay off because the project is done. (Score:2)
The RPG world is a little different, because creating each rule-book takes a large staff and a heck of a lot of editing and rewrites... but once the books are done, they're done. WotC could keep those people on to write modules, I suppose, but the module-publishing business will probably turn out more profitable for other companies, now that everybody is allowed to write for d20. WotC can go on with a fraction of their former staff and make money just selling the core rulebooks to new customers, while all those TSR vets can leverage their names into lucrative publishing deals with other companies. Everybody wins, even the customer.
There are a lot of things I don't like about d20. I played it with a gaming group that had previously used 2nd Edition, and we found that d20 is Total Munchkin Gaming. We shot up through the levels in a tiny fraction of the time it took in earlier versions of D&D, so fast we could barely keep track of all our characters' new developing powers. (i.e., "Oh yea, I don't take half damage when saving from a fireball anymore, because of that class ability I got two levels ago...") This would be slightly less annoying if the Players Handbook accomodated for characters beyond level 20, but no. After a couple months of weekly gaming sessions, you will need to run out and buy another $25 sourcebook (which is very light on content) just to keep playing the same characters.
Another complaint I have is that it is that it seems to have been an attempt to make D&D a little more GURPSy, but they kind of missed the mark because of the need to keep the old Class system in order for the game to still be D&D. Also, there is a lot of mushiness in the distiction between skills, feats, and class abilities. Tracking, for example is now a feat instead of a skill. Certain other abilities, like Uncanny Dodge and Bardic Songs, which probably would have worked better as class-specific feats, are handled separately.
The biggest disappointment for me is what they did not change: the combat system of AC and HP, which the original designers borrowed from a navy combat game, is still the same old system. Combat in D&D remains almost exactly the same as the Big Red Bar that you see in games like Mortal Kombat, and in the hands of an inexperienced DM who's just following the system, a level 1 wizard can still get killed by dropping a heavy brick on his foot, while ultra-high level warriors can swim in moltel lava.
On the whole, I still think its a modest improvement from earlier versions of the D&D rules.
Re: State of D&D Rules (Score:2)
I tend to agree with the above comments about the d20 system. While they improved some aspects (Feats, Skills), it's basically the same old recycled crap (Armor Class, Level-based Hit Points, Classes) from the previous editions. The system is heavily biased towards cinematic/high-fantasy games (i.e. characters with god-like abilities), and needs serious work to do anything else. I do think it's better than either 1st Ed. or 2nd Ed., though. To quote James Wallis, "I have enormous respect for what it's achieved in terms of dragging D&D's rules into the late 1980s [...]" Of course, the d20 rules were released only a couple years ago...
Re: State of D&D Rules (Score:2)
Re:It's all in your head (Score:2)
Online Muds: Free and Non-commercial (Score:3, Insightful)
Re:Online Muds: Free and Non-commercial (Score:4, Interesting)
Personally I've found that sometimes playing a classic Pen & Paper Roleplaying game on IRC is a great, especially if the genre fits (Shadowrun comes to my mind). It allows the GM (or DM or whatever you call it) levels of seperations of the players that are much harder to achieve on the table. For example you can always pass little notes with information only one player knows around, but the note-passing alone will give the other players hints. On IRC, you just open a private channel and write whatever you want, there's more ways for the GM to manipulate the players in the interest of the story. One funny trick is to open private channels to each player and tell each of them that they see something special, and tell each player the same, then look how long it takes them to share this knowledge with each other, this allone can give you great insights into your group.
Re:Online Muds: Free and Non-commercial (Score:2)
Or via email, though I have to admit I'm a bit biased (something about running a PBeM server for, uh, 16 years or so will do that to you).
We've lately been setting up an enCore MOO for realtime (we had an IRC server up, but enCore is cooler). Unless the GM really wants to get into setting up locations for flavor, the MOO itself won't be used for gameplay, just to provide a venue. EnCore seems very well suited for that.
Re:Online Muds: Free and Non-commercial (Score:2, Informative)
Stale future (Score:2, Insightful)
Thank Goodness, (Score:2, Funny)
Hackmaster (Score:2)
Re:Hackmaster (Score:2)
About Hackmaster powergaming: The rules authors were clever enough to realize that some campains do as a matter of fact turn towards powergaming, so they made explicit rules so that even a powergaming campaign remains fun. That doesn't take away anything from the other "role-playing" elements of the game. It's just that Hackmaster rules don't wuss out and tacitly say "powergaming--don't go there!" There will always be powerhungry characters, and proper roleplaying requires that they be played so as to use every opportunity to grab more power. If a game does not support this sort of a role for characters, it's an woefully incomplete role-playing game. WotC's edition of D&D is one such game, but that is only one of its many flaws. I thank the gods for Hackmaster!
Jeff left to write books. (Score:2)
They can Coast a long for quite a while... (Score:3, Insightful)
Its just business. Short-sited myopic business maybe, but not surprising at all. Hasbro is still in business while the much of the competition isnt. The employees can always invent a new game, become hugely popular, and sell out to Hasbro again.
Re:They can Coast a long for quite a while... (Score:2, Informative)
Designed? The Epic level rules are published [wizards.com]
Re:They can Coast a long for quite a while... (Score:2)
WotC = Soul Sucking Coperation. (Score:2, Insightful)
Preserve the genre? Is my old copy of Chainmail. . (Score:5, Insightful)
An RPG is nothing but a set of rules, a framework, around which a campaign is built. The rules have already been published. If people wish to play D&D they will continue to play D&D no matter what the hell happens at or to WotC.
Hey, remember the days when a single human being could carry all the rules to D&D without the aid of a forklift? In his *pocket?* Go get a copy of those rules somewhere, Xerox them if you have to, it'll just make them look more authentic anyway, and then find come creative type with a good *imagination* to run the show. All the players need are some pencils and graph paper.
Does the genre need to be preserved? Only if we've sunk so low in our society that college kids these days can't have fun sitting around the commons and * making cool shit up!*
KFG
Fresh blood is important (Score:2, Insightful)
Of course, some people don't care. If they can play with their old time friends, it's ok. But from my experience (not much, I do NOT have original chainmail on my shelf - I play RPGs for only 15 years), fresh blood is very refreshing experience (not Vampire pun intended
Now, it is not so grim - there will be other RPGs out there. If somebody would be a good D&D DM, he will also probably make good DM in other games. But certain genre of RPG - high heroic, strict rules for even very powerful characters, etc, is for me tightly tied to D&D. Even if I sometimes prefer 'deeper' sessions, I and my friends really enjoy being able to developer a HERO from 1st level up to ultimate dragon-slaying king. And I'm afraid, that with D&D demise (which is not yet sure of course), this type of RPG would die.
Re:Fresh blood is important (Score:2)
I think you're wrong there. I picked up on D&D when I was 10 or 11 years old (nearly 20 years ago now) with no prodding from a multi-million dollar ad campaign or product tie-ins. The RPG community has existed quite well without large corporate sponsorship for a long time, and if there were to be some massive hemorrhaging at WotC, would continue just fine if there were some interruption with D&D's publishing schedule.
Pencil-and-paper roleplaying - I feel - isn't about having the latest rules or newest sub-class guide. It's about friendship and camaraderie and enjoying yourself in a pastime that requires a quick wit, a reasonable level of intelligence and a vivid imagination. That's enough to keep people playing, as I see it, for a long time coming. That said - you still play D&D? REAL gamers play Hackmaster [taloncomics.com]
Re:Fresh blood is important (Score:2)
And where has the fresh blood always come from? (Score:2)
So who did the marketing? The DM's and players, that's who. No, I don't expect teenagers to look into archives for back issues of no longer developed games. I expect to go out and actively recruit them to play a game whose basic framework has already *been* developed and which we as players flesh out for our own enjoyment. The whole point of an RPG is that the *players* do their own development. An RPG is not a "product," it's an imaginative, interactive *game.*
If game playing were left to the "marketing" of some corporation chess and checkers not only would have been dead centuries ago, they never would have existed in the first place!
The rules to D&D really did fit in your pocket once upon a time. In fact they were simple enough that it would be a practical undertaking to memorize them. Publication is a non-issue, just as it is with Chess. Just as with chess the rules are known by one and passed by direct transmision to others.
What will kill the RPG genre? One and only one thing, which I have already alluded to. When college kids will only play games that are "marketed" to them with rules that are "under development" in order to get them to buy the same product over and over and over again. When they can't take a loose framework and develop their own game *themselves*, then the RPG genre will die.
When this happens we'll have far more to worry about than RPGing.
KFG
Re:Fresh blood is important (Score:2)
AC? I know what that means.
AC Means Anonymous Coward.
There goes my Karma...
Re:Preserve the genre? Is my old copy of Chainmail (Score:2, Insightful)
"Elbereth Habeas Corpus!", cried the Armani-clad knight as he swung his +3 Firebrand (tm, registered, patent pending, copyright) down upon the arms of the bespectacled Mage, which at that moment were holding an open Holy Tome over one of the Demonic alters - a shaft of light and a macabre hum emanating from it's heart. A single word, "Xerox", emblazoned on the front...
There's a lot of insinuation about WoTC executive greed/money-grubbing going on - which may be the case, but it is also a very hard time for any business to stay afloat. Still, with the relative success of the d20 system, I expected WoTC to be in the black for some time (although I've heard it said that they only make money on the sales of Player's Handbooks - don't quite follow why.)
Monte Cook's rant [montecook.com] has some fine points, but no specific names or facts about WoTC. It does seem that somebody has decided to squeeze the venerable D&D turnip, or perhaps killing the goose is a better analogy - ok, they're doing something they shouldn't be with farmyard items - let's leave it at that. Over the past 20 years (where are them wooden teeth, dad-gum-it!) I've had the pleasure of playing the following gaming systems:
So, what's my point? (Hey, this is /., do I need one?) Forget the gaming system. Get a good group of creative people together, crank out your own house-brew, and battle on.
If you see an Orc in the road, kill it.
Re:Preserve the genre? Is my old copy of Chainmail (Score:2)
I agree, but what about Magic: The Gathering? I'm much more fond of not buying a new set of cards every 3 months, but some people are. The rules for magic are set out, but they keep adapting them and adding things to them, at the same time adding new concept cards and series.
Is magic affected? I assume it's their cash cow, but...
~Will
Roll your saving throw... (Score:4, Funny)
More News... (Score:5, Interesting)
If WoTC's plans are to get all these people to come back as freelancers, they're screwed. Microsoft caused a law in Washington to be enacted where dismissed employees cannot freelance for the same department for 1 year. Art department: gutted. RPG R&D: gutted.
I also read last night that WoTC's entire RPG operation may be for sale, with one interested party being Jordan Weisman [wizkidsgames.com]. See this thread [rpg.net] on the RPG.net [rpg.net] message boards.
We Saw This Coming... (Score:4, Interesting)
Very off-topic question (Score:2)
Is anyone here (well, duh, of course
Re:Level-Free D&D (Score:2)
2. GURPS features provide for many of the wants and needs of the players/characters, but not all of them. Other game systems have different blind spots, making them a better choice in some instances.
3. The "look and feel" of GURPS isn't appealing to some groups of players.
Calling it a "generic universal role-playing system" doesn't make it one. To paraphrase my .sig, "you try to front with lames / published by Steve Jackson Games".
I don't need no stinkin' Wizards!!!! (Score:3, Interesting)
Oh, you mean will D&D software survive. That has nothing to do WotC. They only control things that are called D&D. Example:
A long time ago a undergrad name Michael Toy used the D&D fighting system and monster stats to create a Curses game called Rogue [www.hut.fi], the predecessor to NetHack [nethack.org]. (Ignore Glenn Wichmann -- he's a legend in his own mind.) TSR [wizards.com] didn't care for this, of course, and sicced their lawyers on him. The only result was that all the names got changed to non-D&D things. Which was actually an improvement -- there's no place in the D&D universe for my own favorite player character, the Tourist [flash.net]
Bottom line -- you don't need the media monopolies to play games, any more than you need them to make music. Pity about Farscape though.
Don't need no stinkin' recruiters! (Score:2)
Correlation is not causation (Score:3, Informative)
Corporate marketing people will always concede that the ultimate promotion is word-of-mouth. They do their best to create this, but they'll readily admit that it's mostly beyond their control.
Another parallel with DnD: in both games, players tend to improvise rules not approved by the publishers. In Monopoly, most players make the fine revenue into a prize you get by pulling a card at the right moment. (This change makes the game too random for my taste, but most people seem to like it.) And of course, serious Dungeon Masters use the TSR books as departure point, not a bible. In both cases, game is sustained by a critical mass of enthusiasts, not by corporate marketing.
Re:Don't need no stinkin' recruiters! (Score:2)
And D&D was only ever sold in specialty stores: game stores, some bookstores. I don't see how WotC has changed this at all, except to open their own chain of specialty (gaming) stores to flog their products in.
My first thought on reading the news was "Excellent! Now I don't have to worry about whether or not to buy more WotC crap just to keep up!"
Ah Nethack (Score:2)
One thing I miss from Rogue/Nethack's time-sharing days: it's pretty hard to share data files. Nothing more fun than finding the corpse of one of your friends and getting to plunder all his stuff!
Now that... (Score:2)
How is Magic On-line doing? (Score:4, Insightful)
Magic is a fun challenging game... if you can afford to spend at least $300-$600 a year on it or can bargain like a madman. People stop playing because they got tired of the upgrade treadmill and seeing their old cards more or less become useless.
So, for the on-line version, what do they do? They make an even worse version of that flaw! You have to pay full retail for virtual cards. I never paid that much even with the real ones. I would buy by the box at a substantial discount. That's how I stayed in it for so long. This just ensures people burn out sooner.
I think if they had merely charged $10/month for access to all the cards, they would've done insanely well. Over a year, it probably adds up to about the same as the booster approach for many people, but that whole year I would've been able to build any deck I wanted.
As it is, I'm staying the fuck away from it. It's a pity. I really liked the first computer version of Magic the Gathering.
Re:How is Magic On-line doing? (Score:2)
For example, official tournaments, which there are many, ussually have rules stating you can only use cards from a certain number of sets back from the current. So, even if I had the exact same card from a set 1 behind that was released in the next set, the little symbol on the card saying it was from the "outdated" set would make it illegal.
Sorry, this couldn't be further from the truth. You can use any old card you want if has been reprinted in one of the tournament legal sets. And for most players, it is desirable to show up at the tourney with the old cards. Makes ya "old school"! FYI old timers, Serra Angel, Sengir Vampire and Erhnam Djinn have all been reprinted in recents sets making their older version more desirable. (Also, Clone will aparently be reprinted in the upcoming expansion Onslaught in October...)
Re:How is Magic On-line doing? (Score:2)
As it is, Wizards does a pretty good job with the expansions. The last few years has produced sets with higher overall quality and more interesting mechanics than when I first started playing in '95. And no one's stopping you from using those old cards to play games, but it's understandable that they aren't valid in most tournament formats. Even though I own virtually all the old stuff, it was kind of ridiculous when you had to buy $1000 worth of cards to be highly competitive and there is a shortage of those cards for sale. I mostly play formats like 1.5 where you can use your old crap but don't have to buy many new cards or update your deck that often.
Besides, Magic is better playing for fun than adhering to some tournament standard. Just go grab your deck and play a group game or something. And when your opponent plays some new, weird card from the latest expansion that you've never seen before, I think that's pretty cool. The most fun I had was seeing all the crazy cards I didn't know existed.
Hasbro wants all profit, all the time (Score:2)
Hasbro/Wizards of the Coast ("Hazards of the Coast"?) already sold GenCon to Peter Adkinson [ezboard.com], the ousted ex-President of WotC. Perhaps before long they'll sell the RPG stuff to him, too.
Re:Hasbro wants all profit, all the time (Score:2)
Anybody know anything about the rumor... (Score:2)
Hasbro's quarterly reports seem to indicate that Wizards were hitting their numbers, keeping their parent afloat, but not turning in big enough profits (Pokemon or Magic levels) to pull Hasbro out of its disastrous tailspin.
Looks pretty suspicious: Layoffs at the profitable division.
Anyone know the scoop? Surely someone recently laid off can post anonymously.
Who cares if D&D dies? (Score:3, Insightful)
There are some nice odds and ends that came out of TSR - I personally thought that Ravenloft, Darksun and Planescape were interesting attempts to breath new life into the increasingly stagnant fantasy genre, but look at how bland the rest of the backgrounds are: Greyhawk, Dragonlance, Birthright - footnotes to Tolkien at best., they are nothing more than cashcows. The D&D system just plain sucked, still does, and if you just want to do hack an' slash then there are plenty of multiplayer computer games such as Diablo II, Everquest, and even the biosphere offerings will more than fill your needs and are probably much more fun. Or why not just do wargaming instead - Games Workhop and other cater to this market just fine?
The reason that roleplaying keeps me interested theses days is the background, complex plots, characters and interesting players/GMs - the sort of interactivity that computers games will not yet achieve for some time to come. Look at the two biggest RPG companies aside from WotC: Whitewolf and Steve Jackson Games:
Love or hate it (which I do in equal amounts) WW has done much more to actually build interesting and innovative fictional environments for roleplaying with the World of Darkness and Trinty Universe lines than TSR/WotC has ever managed with various flavours of D&D. They sell not because the system, but because of the content and quality of the background material.
Likewise, GURPS is popular not because of the system, (although it is a much better attempt at a universal system than D&D3 will ever be) but because of the hugh range of excellently written background books -regardless of what system you like to use, even if you hate the system, many of the books are still highly entertaining, and useful.
The opensource game license is an interesting idea, but I believe ultimately flawed. They are working from the premise that getting into RPGs is hard because there are so many systems and they are so different to learn - their solution is that we all use the D&D system and so don't have to learn new systems for different genres of play and then everyone can then write their games for the largest possible market (D&D system). The problem with this is that one system doesn't suit all types of games, all types of genre and all types of groups!
If you are into interesting system mechanics then look at Phage Press' Amber Diceless Roleplaying games (set in Zelazn'y Chronicles of Amber Universe), or Jonathan Tweet's Everway RPG, based on using vision and fate card. Both are truely unique and interesting games because the systems facilitates storytelling. The first time that we played Chaosium's Call of Cthulhu was a milestone for our gaming group: WHAT WE CAN'T JUST KILL THE ENEMY? We had to actually think about innovative ways to defeat the enemy while avoiding combat!
Our group LIKES there to be different flavours of rules for different types of games we play - hell most of the games we play these days barely require any rules: the ROLEplaying of characters is what is important not the ROLLplaying of dice! Do the roleplaying community a big favour and let D&D die!
Re:Who cares if D&D dies? (Score:2)
If DnD is just hack and slash to you, fine, but it does not have to be.
You really nee to stop letting the system dictate how you play.
TSR has a lot of bland bekgrounds, but if you think GreyHawk isn't complex and filed with plot intregue, you haven't really looked.
The problem withy Amber is you story telling had better fit with how the other players remember Amber, or you'll find yourself an outcast.
For the record, I have play pretty much every system there has been in the last 25 years, each has the limits, quirks, and problems.
Re:Who cares if D&D dies? (Score:2)
I really didn't like Amber, but I never read the books and that probably would've helped. The storyteller didn't help...
GrayHawk is a pretty straightforward fantasy world, but there really wasn't anything before that (at least not that I remember). Some of the supplements were neat.
I'm not a fan of the Planescape 'world', but probably because it didn't work in the campaign I was running at the time it came out. It also seemed 1/2 baked, kinda like Torg (but at least I got a cool d20 of that).
Rolemaster was my graduation from D&D, but really was just more of a hack and slash system. I then moved to Harnmaster (well, actually a bunch of non-fantasy systems including Top Secret, Twilight 2000, Cyborg Commando, Gamma World, Villains and Vigilantes, Cyberpunk, all FASA stuff, Champions, the D&D in space system I can't remember, GURPS, Traveller, the Palladium munchkin systems and several others) before what I consider my first "real" Roleplaying experience with Call of Cthulhu. We had done some RPing before that, but CoC was the first system I played where roleplaying (and survival) really WAS more important than killing potential and experience points, and we actually started acting our characters in first person most of the time. That and my drunk (er, "medicthated... the ulsher, ya know - I have my pershcripshin righhht here") doctor.
After CoC, I replayed a lot of systems from a completely different angle and with completely different goals. A "level" could take weeks or months of real time (and years of game-time), so being 50th level meant a lot less than accomplishments in that time, and usually meant being older than dirt (I don't remember having a character past 12th level in any level based game since playing CoC).
Re:Who cares if D&D dies? (Score:2)
You really nee [sic] to stop letting the system dictate how you play.
The way to advance your character in D&D is to gain Levels. The way to gain Levels is to acquire a set number of Experience Points. The defined mechanism in D&D for gaining Experience Points is to Kill Things.
How does this not, at the least, strongly influence how to play?
And before you say it, yes, I'm aware that a GM can award XP for other things, but it's not defined in the rules, so anyone looking at the rules sees a simple "Kill Things == Experience" relationship.
In defense of D&D (Score:2)
Sometimes I just want to get together with some friends, relax, chat some, and play a role-playing game. Something simple, something that every gamer knows inside and out, something that gamemaster can easily whip something up for, something with some of the guilty viseral pleasure of beating up bad guys and taking their stuff. Something simple, both in rules and roles.
When I began playing RPGs, I played D&D because it was the default. When I matured, I played more serious, innovative games like Vampire: The Masquerade, GURPs, and other games. I derided D&D as a waste. Now that I'm older, busy with work and other things, I appreciate D&D again. My life is complex and full or hard choices. The D&D game I play in is a simple pleasure, low stress for everyone.
Also, you cannot ignore that 3e D&D has really helped revitalize the RPG industry. Things were slowing down and growth minimal. D&D brought the simple excitement back, brough back people who hadn't played in years, and brought in new players. Potential new players generally aren't going to try a more experimental system. They're looking for something simple that they can appreciate instantly. That game is D&D. And those new players will be looking for new games in a few years. That's your opportunity to introduce them to more mature games. Everyone wins!
There is a place for every sort of game, be they mature or not. I still run Deadlands, Psychosis, Call of Cthulhu, and other more "mature" games, and I love them. Don't insult D&D, it still has a place in my life and the lives of millions of other gamers. If it isn't your cup of tea, just leave it be.
After the layoff? (Score:2)
I was one of Wotc's laid off employees and they never provided any career transition services and support even though I received a letter from the company stating I would. Unfortunately, it was a big lie.
My two cents,
Rondi Patterson
Former Regional Representative
Wizards of the Coast
From this [gamingreport.com] page. It's sad too see this stuff...
"Save Gaming - Kill a Magic Player today." (Score:2)
Magic and the following Wave of Trading Card games - that what made WotC turn from a 3 Person company into a 300+ company - drained an entire generation from a then solid culture of Pen and Paper RPGs with a substancial diversity. I'm feel sorry that those times had to pass so quickly.
Damn WotC and their Magic, Pokemon and all that crap...
(just the 2 cents of an old school gamer)
Re:"Save Gaming - Kill a Magic Player today." (Score:2)
Exactly how intelligent do you expect us to believe you are when you apparently believe TSR is holding a gun to your head, telling you to play D&D or else? Or are you angry that the gaming clique has expanded far beyond the exclusive borders you preferred, not wanting all the trashy gamers wandering around? In which case I pray that every idiot gamer in you continues to drive you up the wall. Elitist idiots like you are the ones that give gaming a bad name. Trading card, pen-and-paper, doesn't matter. They're just games. If you don't like 'em, don't play 'em. Don't piss in someone else's pool.
In additional news~!!! (Score:4, Funny)
More as the story breaks.
D&D Rules were always worthless (opinion) (Score:2)
I remember that in the years I played D&D, AD&D, Star Frontiers, and a handful of other RPGs, I wasted the most money on AD&D books because they are chocked full of crap nobody ever really uses in game play. What I mean is, it's about weapons and combat and who can honestly say they didn't end up making up their own bastardization of the rules just to keep the roleplay flowing? Who really runs the whole tedious AD&D combat sequence?
The genre isn't dead. I have friends developing a streamlined game system [igsgames.com] that keeps all the stuff you want in a fantasy RPG, but leaves out all the complicated unwieldly combat rules (which I vaugely remember evolved out of a naval combat boardgame) that turn roleplaying into arguments about how to roll dice in a particular situation.
I'll cheer if the D&D books go out of print, and the copyrights go undefended. That's because they trademark stupid things like "halfling" because the Tolkien pricks trademarked "Hobbit". It's stupid. Besides, all my old tattered and rotting books may eventually be worth something then...
All I know is that if D&D books go out of print because WoTC goes out of business before anyone (who cares) buys up the rights, it won't stop the old fogeys. Nobody *REALLY* needs any new D&D rules (D20) anyways. Everyone always ends up making things up as they go along, and that's fine with or without WoTC.
Re:D&D Rules were always worthless (opinion) (Score:2)
If there tattered, the \only way they will ever be worth something is if they're signed......by President Lincoln.
Cyberpunk vs. Cyberpunk 2020... they streamlined! (Score:2)
I picked up the original Cyberpunk rpg at a game con 10+ years ago. Their combat system Friday Night Fire Fight was an exhaustive statistical work culled from numerous reports on inner city gun usage- most "fire fights" were in dark alleys, a few quick shots exchanged at close range and they weren't very "successful."
So they had an incredibly indepth system that was a bitch to use.
When Cyberpunk 2020 came out they revised the combat. It was like pure heaven. It was easy! You pointed and shot, you said bang, your gun said "bang", damaged got doled out and you were done. They also completely vamped up their net-running section. And we had hours of fun.
If you want realism, walk outside. Otherwise give me streamlined, bastardized, home brewed specifically for our current campaign.
There's always Earthdawn... (Score:2)
Try Earthdawn. It has a slick (IMO) dice system and a great world setting. Living Room Games [lrgames.com] resurrected it after FASA killed it off; not long before FASA went belly-up themselves.
DnD is going away? (Score:4, Funny)
History Repeats Itself (Score:2)
Re:History Repeats Itself (Score:2)
check out this rant (Score:2)
http://montecook.com/anrant.html
I don't think D&D is going anywhere... (Score:2)
Which might not be a bad thing, since I believe at this point they can keep D&D alive since they've probably got their "core rules" out. Now they only really need people to make modules and other supplemental material that doesn't require very much work compared to coming up with the d20 system.
D&D will more than likely survive for several years in the "3rd. Edition" format. It won't surprise me if Hasbro will be forced to sell WoTC or D&D off after a few years, however. This could lead to "4th. Edition..." but who knows when this will happen.
Even if they went out of business tomorrow, it wouldn't stop me from playing Dungeons and Dragons, since I have rules for both 2nd. and 3rd. Editions lying around. (Even though this seems to be blasphemy to some, I prefer 3rd. over 2nd... but that is a different discussion altogether).
The books are out there. There are still plenty of people who play 2nd. Edition and even 1st. Edition! People aren't going to stop playing D&D or other Pen and Paper RPGs because of stuff like this.
The thing is that I've heard the Epic Level Handbook was selling like mad. Maybe the figures I've heard are wrong. Or maybe Hasbro is playing B.S. corporate politics. Who knows?
once more for the audience at home... (Score:2)
Sorry to be redundant, but I think this argument benefits from restating the obvious:
I still play D&D with the same books I recieved as birthday presents TWENTY YEARS AGO. The only thing I've purchased repeatedly are new dragon dice! (How many of you salivate when you hear the term "dragon dice"?).
I haven't purchased a new D&D book since Dieties and Demigods!
I just wish I hadn't written my name all over my books with a big red crayon...
Levels? (Score:2)
Re:Levels? (Score:2)
Re:Hah! (Score:2)
Which isn't to say that levelling is the most important thing ever. Real people do not have levels.
Re:Hah! (Score:2)
I'm a Programmer/Analyst level 5/4 myself
Re:Hah! (Score:2)
Re:Hah! (Score:2)
Someone at an earlier post mentioned that a lot of other RPG companies have moved away from Level-based development.
This might be a mysterious coincidence, or it could be the result of WotC trying to enforce their patent... I can see companies prefering to change their system vs paying tithe or fighting what is quite possibly an invalid patent.
The idea of leveling up is so old. . . (Score:4, Funny)
You want prior art, centuries old?
*King me!*
KFG
What is the patent number? (Score:2)
Re:WotC killed itself (Score:2, Interesting)
Yeah, that's why I stopped playing most card games and RPGs. I wasted so much money on Decipher's Star Wars CCGs trying to get rare cards even though the game was terrible (no where near as good as magic). I stopped buying RPG books when I realized I wasted hundreds of dollars on White Wolf's World of Darkness books just to stay up-to-date on the stories. It might be an effective business model to keep shoveling cards and books down gamers' throats, but it's not an effective consumer model.
Thankfully, there are alternatives. I recommend anything from Looney Labs [looneylabs.com]. I've played Fluxx [wunderland.com], Chrononauts [wunderland.com], and Aquarius [wunderland.com], and each was a fun, elegant, and affordable (no 20 different expansions to milk out more cash) game.
Another place for good games (Score:2)
I've played Kill Dr. Lucky, The Big Idea, and Brawl, and liked them all, and heard good things about a lot of the rest.
Re:Good (Score:2)
Why am I suddenly reminded of the phrase "Hey, netpunks"?
Re:Good (Score:2)
How long do you think White Wolf has been publishing, eh? You been living under a rock? White Wolf is fat and happy draining all the tragically living of their money with Vampire and all hte rest of their crap from the World of Darkness, and bringing out new game after new game. No, they're not the biggest dog on the block, but they sure aren't a scrappy upstart, nor are they wondering where their next meal will come from.
Re:Good (Score:2)
Re:Good (Score:2)
Re:Good (Score:2)
Re:Good (Score:2)
Re:Good (Score:3, Interesting)
We decided that most games (even GURPS the generic roleplaying system) have their niches which they do well... Outside of those niches some systems break & some just aren't fun...
<a href="www.wizards.com">D&D</a> is good at fantasy settings & as their Star wars RPG shows it starts to lack when asked to do something else...
<a href="www.sjgames.com">GURPS</a> does alot of settings well, but is more complex & so looses it's fun when you try not to be complex... For instance it's vehicle rules are better than most, but it's a drawn out process to flesh out a GURPS vehicle, so unless you find that complexity fun it's not for you...
<a href="www.guardiansorder.on.ca">BESM & SAS</a> are designed for Anime/Manga style games (BESM or Big Eyes Small Mouth) & Silver age comics based games (SAS or Silver Age Sentinels). BESM is horrible at modeling real world situations & SAS isn't much better...
<a href="www.palladiumbooks.com">Rifts</a> & the other related Palladium games/licenses did a good job of modeling the settings desired, but due to the lack of depth in equipment things have gone to the power gamers & munchkins who abuse the rules...
<a href="http://www.white-wolf.com/">White Wolf's WoD</a> games are good at forcing roleplay, but combat isn't very defined & equipment/skills are simplistic...
I could go on, but if you look at the examples you may see the pattern... Certain systems model certain things & situations better than others. The idea shouldn't be that one RPG publishing company is better or hungrier, or newer, or anything... It should be that you look at each systems unique advantages & disadvantages & pick the best to meet the needs of the group...
Re:Good (Score:2)
Re:SHAD0W's Law (Score:3, Interesting)
True Story: A friend of mine had a dream deck. He saved up so that he could spend almost $500 in order to get all of the rares for this deck, including some cards that weren't even legal anymore, such as some Arabian nights.
He came to my house, and I didn't have any decks built. In about 20 minutes, and using a grand total of one rare card worth about five bucks, I built a tournament legal deck that beat him ten games in a row, six with his new deck, and four with an older deck he'd built.
This friend had a deck published in the Duelist, so it's not like he didn't know what he was doing... but it proves that it's quite possible to be a dominating Magic player with less than $20.
Re:SHAD0W's Law (Score:2)
Re:SHAD0W's Law (Score:2)
But your story doesn't in any way support your assertion that it's possible to be a dominating Magic player with less than $20. If you go and take a look at almost any tournament-caliber deck, you're simply not going to find that it contains cards whose aggregate value is less than $100, and $200 and $300 decks are more common. And while a few of them are under that, even around $70 in the case of the UG Mongrel deck that won the Louisville PTQ, I can guarantee you that the guy who played that deck spent *far* more than that amount to reach the level of proficiency to allow him to take a tournament with it.
Re:SHAD0W's Law (Score:2)
Sounds to me like this is an exercise in conspicuous consuption rather than anything that would interest me.
At least with other types of sport equipment the design of the technology is a major challenge in itself. With magic there is no technology, only artificial scarcity.
How about a charity tournament in which the cards are printed out on demand by laser printer at $20 a deck? Nah, much better give the money to some Enron like corporation run by one of George W's buddies.
Magic is dominated by money (Score:2)
Magic is one third skill, one third deckbuilding and one third luck.
Thanks to the Internet, getting a good deck design isn't that difficult; it's simply getting the cards themselves that's difficult. That's where *money* comes in.
Don't kid yourselves that this isn't true, everyone. Even years ago, when I still played MtG, people were complaining about "TheDojo symdrome"; where people would check theDojo for killer decks and then build/buy them. I don't know how true this is for Magic now, but at the time, Magic was being dominated by combo decks that required very little skill or luck to pull off two or three turn kills.
Money is a *huge* factor and in the right tournament environment, it can be the only factor.
As for the people who say "Just play Draft or Sealed", I'm sorry, but not everyone can afford to drop $20+ to play a single tournament. Even if it doesn't affect the actual gameplay, money is a barrier to actually *playing*.
My entire group got tired of the upgrade treadmill and seeing their cards be relegated to infrequent extended tourneys. And this was at the University of Washington, just *blocks* from WotC's (now defunct) game center!
What did we play instead of Magic? Pinochle and Great Dalmuti. Don't laugh. With the right group of people, Pinochle can be an exciting, fast paced, fun-to-watch card game.
Re:Hasbro? How about WotC. (Score:4, Interesting)
There was an article floating around written by a former WotC employee. It may have been posted to
Hasbro's record is not that bad. Look at some of the other titles they aquired. They picked up the excellent Shogun/Samurai Swords, and Axis&Allies. They also picked up Avalon Hill which was basically dead. Initially Hasbro did not understand these markets which are much older then the kids Hasbro knew. Hasbro made some initial mistakes. But look now. The Avalon Hill line is doing well. There are a number of quality games produced under Avalon Hill. (You can buy Diplomacy again!)
Likewise with TSR and D&D. TSR was dead. It was running at a loss with zero plan for recovery. TSR owed people money and was selling it books at a loss. WotC stepped in and instantly regreted it. Hasbro came onboard. We now have the best D&D rules ever. It is quite possible that without Hasbro D&D 3rd would not have seen the light of day. It is fact that someone had to step in and rescue both WotC and the D&D line.
There is no evidence to support a claim that Hasbro has harmed D&D. D&D 3 was published and is an excellent product. Hasbro has also treated the Avalon Hill line well. As other posters have written Hasbro probably saved WotC and D&D.
Re:Hasbro? How about WotC. (Score:2)
In the case of a company like Avalon Hill, which made dozens of complex games for adults, this means that essentially the entire product line gets chopped. Which is exactly what happened to AH.
The husband of a friend of mine was a toy designer. I remember talking to him once when he was near tears: he had seen one company destroyed by Hasbro, had quit and moved to another company, only to have two more toy companies suffer the same Hasbro-Borg fate. He was getting tired of moving and running out of good companies to work for; he doubted there would be any high quality toys on the market when Hasbro got finished (seen any Goloob Action Fleet lately?)
sPh
Re:Hasbro? How about WotC. (Score:2)
But in the case of the Avalon Hill line this is not what happened. Initially this is what Hasbro wanted to do. I have no doubt about that. However that is not what they ended up doing. The Axis&Allies stuff is unchanged. Shogun did get a stupid name change to Samurai Swords, but is otherwise identical. And while the new Risk 3025(??) looks dumb, it is actually a pretty decent game. I was as shocked as anyone. I expected to play it once and shelve it. What is left of the original Avalon Hill line would not be published today if Hasbro wasn't distributing. There really isn't a big market for these games any more.
Re:Hasbro? How about WotC. (Score:2)
sPh
Re:Hasbro? How about WotC. (Score:2, Interesting)
Re:Hasbro? How about WotC. (Score:2)
I honestly don't understand what people over 12 like about the moronic Hasbro edition of D&D. It strikes me as the worst rules yet. There are people who know how to right good rules, because they know something about roleplaying. Such people are Gary Gygax, Dave Anerson, and everyone involved in the wonderful Hackmaster project. Compare their work to the Hasbro edition in terms of atmostphere and playability, and weep.
Re:Hasbro? How about WotC. (Score:2)
First edition had huge problems. Any role playing that happened was despite the hinderance of the game mechanics. I still have the stack of addon rules that my group wrote. If we added a character generation and advancement system we would have had a complete role playing game. The wealth of extra rules that used to flood the net is testament that my group was not the only one frustrated by the First edition system.
I will agree that 2nd should not have seen the light of day. 3rd Edition though is really quite good. All the mechanics have been cleaned up. The system is very flexible and easy to use. It allows DMs to concentrate on story telling and not rule creation. As always the rules are only there if you want to use them. Ofcourse if you don't drop your prejudice against the 3rd ed rules you won't see the elegance.
Re:Hasbro? How about WotC. (Score:2)
Re:OGF != OGL (Score:2, Informative)
Re:WotC were and are lame; Long live REAL roleplay (Score:2)
What's brilliant about Hackmaster is that they start with D&D as it was before it took its wrong turn, and then make it more accurately role-playable. If you have first edition D&D rules, count yourself lucky. Properly supplemented, they are far and away the best D&D rulebooks ever made. The only clear improvement on those rules (the only improvement, period) is Hackmaster.
Re:WotC were and are lame; Long live REAL roleplay (Score:2)
DnD
ADnD
ADnD 2nd edition
DnD 3rd edition.
Some people would consider the box set there own edition. I consider them a subset, so I didn't list them.
Re:The RPG is dead! LONG LIVE MMORPG! (Score:2)