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30 Years of Adventure: A Celebration of D&D

Aeonite (Michael Fiegel) writes "When I was in fourth grade, my teacher once made the class grade each other's papers. As she read off answers, I stared in horror at the paper I had been given from the girl next to me. Every answer was wrong. Every one. By the time I had ticked off the 30th incorrect answer, I was practically in tears. I felt responsible, somehow, for the problems on the page. It would not be her fault that she failed, but rather my own fault for calling attention to her flaws. I felt ashamed. I felt awful. That was twenty years ago. I've gotten over it. That said, I have purposely not read any other reviews of the new 30 Years of Adventure: A Celebration of Dungeons & Dragons coffee table book, so I have no idea if other 'students' will judge this book in the same way I am about to. Which is to say, with a critical eye and a sad, sad shake of my head." Read on for Fiegel's review. 30 Years of Adventure: A Celebration of D&D author Peter Archer (Editor) pages 284 publisher Wizards of the Coast rating 2 reviewer Michael Fiegel ISBN 0786934980 summary A look back at 30 years of Dungeons & Dragons.

The inside book jacket explains that "(t)his book is a celebration of that phenomenon (D&D, natch) and a tribute to the millions of players who brought the Dungeons & Dragons experience to life." When I think of tributes, I think of missing-man formations flying over stadiums, of 21-gun salutes, and Taps played on a lone bugle. As a tribute, this book is the equivalent of a handful of cellophane balloons released from the rooftop of a children's hospital just before noon on a Sunday, with Kool and the Gang playing on a cassette deck nearby.

OK, perhaps that's harsh. Or perhaps you really like Kool and the Gang. In either case, I'll do my best to lay out my case clearly, and in the end you can decide for yourself if you think my harshness is justified or not.

The Cover

I walked by this book at Barnes & Noble five times before I noticed it, even though it was laying flat on a table, its cover clearly visible to me. As covers go, it's really not designed to catch the eye. It's a book designed for rogues, or wraiths, muted gold images wrapped within a translucent sheet of white plastic, making the whole thing look like it's being viewed through a heavy mist, or perhaps a Wall of Fog spell. The title, if you read it off as you notice the elements on the page, is something like "Years A Celebration of Dungeons & Dragons Of Adventure 30." The "30" in this case is represented by two 8-sided dice -- clever enough but very difficult to read. And why 8s? Why not 20s? Wouldn't that make more sense if we were trying to be clever? (Ed. It's been pointed out since I wrote this that it's actually a d8 and a d10, though my opinion stands.)

Front Matter

The book boasts on its cover that it features a Foreword by Vin Diesel. I guess this is high praise for the 16-year-old set who likes that movie where he drives around really fast, or maybe that one where he plays that criminal with the spooky eyes. I've got nothing against Vin Diesel, and I know he plays Dungeons & Dragons and all, but come on, folks. 30th Anniversary, and there's no place for Gary or Dave in your book? Throw 'em a bone. Hell, Steve Jackson could write a more appropriate Foreword.

For the young folk, "Gary" and "Dave" refer to Mr. Gygax and Mr. Arneson, respectively, two gentlemen who are peripherally involved in the role-playing industry. And yes, Gary Gygax does have a piece in the book -- but it was written in 1999. Somewhat tellingly, it includes the following statement by Mr. Gygax: "We were in a great hurry to get it done, and I was concerned about editing."

One wonders if the same could be said for this book.

At any rate, after Mr. Diesel's piece is an Introduction by the book's editor, Peter Archer, the brand manager for novels at Wizards of the Coast. His four-page intro is of particular interest for two reasons. First, it lays out the basic history of Dungeons and Dragons, from its roots to the release of Eberron. This history is important, because we're going to hear it retreaded and retold over and over and over again by different authors, and sometimes multiple times by the same author, on the pages that follow.

Second, and perhaps more importantly, his introduction is also some of the only text in the entire book which is grammatically correct, properly and cleanly laid out, and free of typos (at least insofar as I am aware). This book is positively awash in errors. If this were an OGL-released d20 product put on the market by a small publisher, said publisher would be lambasted for their sloppy work. I'm not about to pull any punches here because it's Wizards.

About the Graphic Design

Bad, bad, bad, bad, bad.

Listen, I'm not the world's foremost expert on layout and design. Heck, I consider myself a writer by trade, though I do layout at my day job. But it doesn't take an expert to take one look at this book and go "Yeagh."

"Yeagh," here, interpreted as a vomiting sound.

All the basic rules of design are broken for no apparent reason other than to give the book a "hip" or "cool" layout. Instead of being presented with the text at a normal 90 degree angle to the page, every single page has the text skewed to the right or the left, so you have to constantly wiggle the book back and forth, back and forth to read it clearly. And the page numbers are no help. They're little 10-sided dice in the margin on right-hand pages, difficult to read (I didn't even notice they were there until I was halfway through the book) and serving no purpose other than to look cute.

The skewing of the pages left and right, left and right, means that the text is forced to flow in unnatural ways across pages, leading to awkward widows and orphans (when single words or sentences are left abandoned at the top or bottom of columns) and horrible breaks between pages and even within sentences:

"And the best part is that as you defeat more
monsters and gather
more treasure your character's chances to fight
and survive improve."

Flowing text between pages is simple in today's desktop publishing applications. You set up text boxes on each page and then you just paste all your text into the first block. Magically, it flows through the entire document, filling the boxes. Then you just save the document and send it off to the printer. Well, you're not supposed to do that. But that's evidently what happened here. Just a wee tiny little itty bit of nudging could have made this book a billion times more readable. Consider:

"TSR tackled the task of translating the game" (next page) "into the French language."

Why not adjust the leading or spacing a fraction of an inch to bump this back so the entire sentence fits on the first page, avoiding the awkward break? It's easy, really. I do it every day.

"Every staple of fantasy/swords & sorcery fiction could" (next page) "find a comfortable home in the Known World."

This one is even more egregious. At the bottom of that first page, there's a full two inches of space. You could have fit an entire new paragraph there, much less eight words. Come on, guys.

All this comes to a head in the latter pages of the book, when numerous smaller sub-articles by the likes of Ed Stark and Ryan Dancey are interspersed with the main narrative in a confusing jumble, both the sub-article and the main article continuing on across two, three or more pages. This causes the reader to have to flip back and forth numerous times to try and follow the separate threads, with amusing consequences. I think at one point Peter Adkison interrupted himself.

Moving on, there's much to be said of the overall graphic design, and none of it is good. Artwork, lifted from 30 years of Dungeons & Dragons products, is sprinkled willy-nilly with little regard for the subject matter. Some dramatic pieces have their most interesting bits cropped off seemingly at random. Other pieces are just reversed out and pasted on black or dropped behind a red mask, presumably for a "dramatic effect" akin to passing around a bowl of spaghetti when your players discover a pit full of snakes. In a chapter on AD&D 2nd Edition, several 1st Edition AD&D books are pictured. In a chapter on the 2nd Edition Historical Sourcebooks, several cover images are used over and over again on successive pages. And so on.

Color schemes shift from page to page, with any notion of good contrast tossed out the window. Here we have black type on white, then black type on brown, then black type on brown with a gradient from light brown to dark brown, then white on red. Page 189 is one of my favorites. Heck, even the notion of simple reversed text is thrown to the wolves here: compare 208 to 211; same white on purple scheme, different degrees of brightness. No doubt some of the pages even feature black text on a black background, though not having elven blood in me I lack the Darkvision necessary to perceive this strange and cryptic Moon writing.

Even simple things like two-page splashes are handled poorly. Check out pages 196-197 (or rather, try and find them, since they're not numbered) and try and decipher the subtitle mashed into the gutter of the book.

About The Editing (or lack thereof)

I have no way of knowing exactly who's to blame here. As Editor, I could be quick to point a finger at Mr. Archer, but perhaps here "Editor" means that he pulled the material together and strung it out so it made sense, in which case he did a good job. Whoever was responsible for copyediting and layout, however, should have to do this book all over again from scratch, on their own time. Some of the mistakes made here are positively amateurish, others so obvious that it's incredible that they weren't caught before this went to press.

Some examples of typos, poorly-phrased sentences and other gaffes that absolutely should have been fixed by an editor, chosen randomly from about the book:

"My second greatest love however, next to acting was gaming."

"My own campaign world grew out of that original map that I took a half hour to draw. z" (sic)

"...we saw a merchant caravans crossing the desert..."

"I may remembering wrong..."

"1976 was a year of beginnings as the Ral Partha miniatures company appears on the scene."

"using your time in a ways that's entertaining but also enriching."

"Until TSR published that Gary Gygax's home campaign setting back in 1975..."

"We start in town and buy your stuff."

"poured over books" (referring to reading them, not dumping water on them)

"dire straights"

"silly to support two separately game lines"

"hen we released the third edition of Dungeons & Dragons..."

and the best, on page 253,

"Advance Dungeons & Dragons"

Lest you think me harsh, let me point out that these were all things I caught on my first read through the book. I'm not a professional copy editor by any stretch of the imagination, and I make mistakes all the time. But for a product which is made out to be this huge 30th Anniversary Celebration, you'd think someone would actually read through the thing one last time before it went out the door to try and fix stupid errors and clean up grammar. Sometimes Dungeons & Dragons is all caps, sometimes not. Sometimes Dungeon Master is capitalized, sometimes not. This is something a spell-checker could fix automatically had anyone taken fifteen seconds to run it.

Part of the problem (and no doubt, one of the arguments used to defend it) is the fact that a number of the typos and grammatical errors appear in one-page "celebrations" written by various people in the entertainment industry, some well known and others of more dubious fame. "We didn't make the errors," this mythical copy editor might say, "those people made the errors." To which I reply, any editor worth his salt knows that it's preferable to correct typos, fix punctuation and even slightly massage quotes to make them sound correct. No one wants to go down in print sounding like a goober, even if they typed the sentence out that way. They'd be happy you fixed it. We all would. Some of these little one-pagers read as if they were copied out of Outlook and pasted into InDesign without a second glance.

And speaking of stupid editing mistakes and one-pagers, take note of Nik Davidson's contribution on page 98. You'll be seeing it all over again on page 194. How this page got replicated, paragraph break error and all, is beyond me. It smacks of sloppiness, however, as does the whole book.

Which I will now discuss.

Chapter 1. The Adventure Begins

By Harold Johnson with Gary Gygax

As first chapters go, this is one of the worst. In fact, as all chapters ever written go, it's one of the worst, on countless levels.

To start with, the predominant color scheme in this chapter is red and black, which makes everything look as if the layout artist slit his wrists over his work in despair. Turning everything blood red does not make it more dramatic, guys. It makes it more muted and hard to see.

Then there are the stupid typographical errors. The introductory "adventure" is written across a two-page spread entirely in italics, for no other reason than to be in italics. Though the fact that it's difficult to read is certainly in its favor, as it's hardly stellar work, featuring numerous examples of the aforementioned bad spelling, run-on sentences, bad grammar and godawful writing:

"Two were warriors as could be seen by their swords, the dwarven one sported a long beard and held a heavy warhammer. The other two were something of an oddity-- the first wore long robes and carried a slender wand of white ash, his eyebrows were animated as he took in the scene. The other wore a loose fitting tunic and held a thin bladed dagger in one hand as his enigmatic grey eyes took in the setting."

Chris Prynoski's one page "celebration" (page 22) features more bad writing, including an obviously (and badly) contrived "example" of gameplay which introduces the words "fucked" and "piss" into the book for no apparent reason other than to be crass.

"What do you mean, 'What are you gonna do'? Don't I have to roll these fucked-up-looking dice or something? What am I supposed to do?"
"You can do anything."
...
"Okay. My guy pulls down his pants and pisses on the altar."
...
"I'm rolling to see what happens to you."
"Shouldn't I be rolling to see what happens to me?"
"I'm the Dungeon Master, dude."

Riiiiight. Maybe, just maybe, Mr. Prynoski is telling the story sans embellishment, as it actually happened. Even so, it should be up to an Editor to say "You know, this is the one single page in the book where we use profanity, so maybe I should EDIT the page to remove it, for consistency. Since I'm the Editor. And stuff."

Cardell Kerr's one pager, which faces Prynoski's, is fairly coherent, but there are little things that suggest -- like the rest of the book -- that these "celebrations" were all pasted together from emails with little or no editing:

"Wow . . . thinking about it, is almost embarrassing. I mean, kobolds would never ride dragons!"

Other such "celebrations" in this chapter include testaments from Stephen Colbert, Wil Wheaton, Sherman Alexie and Ben Kweller, whose enlightening thoughts include one of the best collections of unrelated sentences in the entire book:

"When I was young, I read a ton of the Dungeons & Dragons Choose Your Own Adventure books. Music's always been my one passion in life. I had piano lessons when I was growing up..."

This first chapter of the book also features sections entitled: "Where Did It Come From?", which reiterates the story of D&D's historical origins; "A Gathering of Gamers," which not only discusses GenCon's beginnings, but also reiterates the story of D&D's historical origins; and "The Birth of D&D," which reiterates the story of D&D's historical origins.

I only wish that they'd included a section that reiterated the story of D&D's historical origins. Alas.

Chapter 2. Worlds of Adventure

By Steve Winter with Peter Archer and Ed Stark

The second chapter of the book is a tour of the main campaign settings that have been featured in Dungeons & Dragons throughout the years. As a whole it's much better written and edited than the first chapter, with more factual and relevant information and less "golly-gee" gushing.

Things begin to turn around when Peter Archer discusses Dragonlance, though he does lead off his retelling of Krynn's development with an interesting bit of time travel, stating that "Tracey Hickman, a Mormon, had returned from his mission abroad in Indonesia in March 1980" and then later that "Laura Curtis had introduced Tracy to D&D in 1997 before he went abroad."

The portions written by Steve Winter are excellently done, this inconsistency leading me to believe that the majority of the book was self-edited by the respective authors, without a final pass-through at the end. Winter's piece on the Forgotten Realms is fascinating, containing anecdotes and information about the creation of the Realms that I was previously unaware of, and his sections on Mystara, Spelljammer, Ravenloft, Dark Sun and Planescape contain similar revelations.

In fact, my only real gripe with the bulk of this chapter are things I've mentioned previously: awful layout (including some truly bad design decisions in the Planescape section, inserting one-page "celebrations" in the middle of the main narrative in a confusing fashion), and the bad editing and inconsistent writing in those same one-pagers. Some of them (Dan Trethaway's, and Feargus Urquart's) are well-written and edited, while others are disjointed (Laurell K. Hamilton's) or somewhat self-serving and seemingly irrelevant (John Frank Rosenblum).

Chapter 3. AD&D 2nd Edition

By Steve Winter

I expected this section to be well-written and informative, as the author, Steve Winter, had demonstrated his ability to do both those things in the previous chapter. I was not disappointed. Here, Winter covers not only the origins of 2nd Edition, but the PHBR Reference Books, the Historical Sourcebooks and the infamous Black Box (aka 1070), which was one of the best-selling items ever (over 500,000 copies worldwide). Winter seems bittersweet writing about these products, recognizing their flaws and respective levels of popularity (or lack thereof). Though not laid out so clearly, this sense of melancholy is a good lead in to the next chapter.

Chapter 4. From TSR to Wizards of the Coast

By Peter Adkison with Ed Stark

This chapter talks about Adkison's view of the merger, from the point of view of Wizards of the Coast, interspersed with Ed Stark's view from TSR. It's an interesting way to present the information, and is informative and interesting. As mentioned earlier, the layout choice to intersperse and interweave these smaller sub-articles through the main narrative makes it somewhat difficult to read, but here it almost seems to benefit the section's two-headed approach.

Sub-sections of the narrative are entitled "How I Became a D&D Fan," "TSR Needed Help," "The Acquisition of TSR," "Wizards of the Coast" and "Building TSR to Last," all self-explanatory as to the sort of content they contain and all interesting. "How I Became" really gets across the wonder of discovery, and "Needed Help" explains in layman's terms how it was that TSR crashed and burned despite record sales. "Acquisition" includes information on Ryan Dancey and the million dollar fax, while "Wizards" and "Building" wrap up the narrative nicely, bringing fact and feeling together quite nicely.

As a whole, this is perhaps the best part of the entire book, though as it starts on page 200 of a 284 page book, it's not really enough to save the whole.

Chapter 5. Third Edition

By Peter Adkison

As one might expect, this chapter covers the origins of 3rd Edition, discussing some of the design decisions that went into its development and covering topics such as the Open Gaming License that modern gamers are probably more familiar with. Though informative, it's bound to be less interesting to most readers since, unlike previous material, it's neither truly historical (it discusses events of the past five years) nor really revelatory. The section also suffers horribly from the poor layout discussed earlier, with numerous sub-articles running alongside and in-between the main narrative. Overall, it's a confused mess, and a slight downturn from the previous chapter.

Chapter 6. Into The Future

By Ed Stark

Really more of an Epilogue than a Chapter in itself, this consists of more graphical content than actual information. Here, computer games, "mature" products like the Book of Vile Darkness and Hasbro's purchase of Wizards of the Coast are discussed in more detail, though not with as much "oomph" as other sections of the book. It all feels tacked on, a feeling exacerbated by the fact that on page 282, halfway through the section, suddenly none of the paragraphs are indented. And then there's this:

"But things remained quiet. There were a few shake-ups, but mostly outside the RPG R&D department. Hasbro didn't interfere with us, and we kept our heads down for them."

And we turn the page and...

Um.

That's the end of the book, folks. That's how it ends. Not with a bang, but a whimper. It's as if everyone just got tired of looking at it and stopped working on it. Appalling.

Credits

As far as I'm concerned, only three people need to be called out onto the carpet on this one:

First, the Editor, Peter Archer. Sorry Peter, but you get a C. I'll grant you that it's not like there's a typo on the front cover but there is, on average, one typo or other error on every page of this book. For every one perfect page there's one with two or three errors on it. The editing is at best inconsistent. The middle of the book is much better, but it's far from perfect, and the first chapter really ruins the mood early on. Since there's no copyeditor listed in the credits, I have to point the finger Archerwards. Maybe it wasn't your fault. But we gotta blame someone, and your name's listed first. But you're not alone.

Art Direction: Matt Adelsperger
Graphic Design: Matt Adelsperger & Brian Fraley
Typesetting: Matt Adelsperger & Brian Fraley

Together you guys get a D. This is really bad. Really. I can sort of comprehend how this was perceived as a cutting-edge art book with nifty crosswise and crooked layout, lots of colors and a slapdash, thrown-together look. I just think it looks sloppy. As an art book, maybe it's quite the achievement. As a celebration of the greatest RPG ever published, it sucks.

The Price

$49.95? Are you kidding me? For this? It's worth half that, and I expect it'll be half that in about two weeks when it winds up in the half-price bin. I'm not about to take my copy back (I can write it off on my taxes since I wrote this review, after all), but I'm not inclined to show it to my gaming friends.

Summary

This book does not make me want to celebrate Dungeons & Dragons. It makes me frustrated and sort of angry that this sloppy product was foisted off on us. So much more could have been done, and so much better. Even if no additional content were added, a cleaner layout with better use of graphics and a single pass through by a copyeditor could have caught most of the mistakes I mention above, and helped make it a delightful read. But alas, no. I see nothing stylish about being random and sloppy. If this were anything other than a Celebration of 30 years of D&D I might be more forgiving, but it isn't, and I'm not. We deserve better.

The middle of the book, especially the portions written by Mr. Winter and Mr. Adkison, are really interesting, fun and informative. But these highlights are dimmed by the broad shadow cast by much of the other material, including some of the more awful "gee whiz" one-pagers and the entirety of Chapter 1.

I'd recommend this book if you're a true fan, a completist, or if you have 50 bucks to spend. I would not recommend you buy this as a Christmas gift for someone else, because really they'll probably be disappointed, and you don't want that. Give them a $50 gift certificate for your FLGS instead. It'll be much more appreciated, and chances are the product they buy with that money will get them a much cleaner, much better edited product than this.

Let's hope the "50 Years of Adventure" book is a little better than this. Assuming we're still reading books in twenty years, of course.

You really could purchase 30 Years of Adventure: A Celebration of Dungeons & Dragons from bn.com. Slashdot welcomes readers' book reviews. To see your own review here, carefully read the book review guidelines, then visit the submission page.

329 comments

  1. I'm celebrating by... by danielrm26 · · Score: 4, Funny

    ...wasting my every waking moment on WoW...

    --
    dmiessler.com -- grep understanding knowledge
    1. Re:I'm celebrating by... by poohsuntzu · · Score: 1

      Comparing WoW to the legendary DnD is like comparing ...

      No, you just don't do it.

      --
      "We're breaking out the ramen noodles. . . "
      "Really? Is it someone's birthday?"
    2. Re:I'm celebrating by... by Tibor+the+Hun · · Score: 1

      This has got to be the most nerdy story on /. ever.
      From the pointless intro to the behemoth and ultimately irellevant summary.
      wow..

      --
      If you don't know what AltaVista is (was), get off my lawn.
    3. Re:I'm celebrating by... by say__10 · · Score: 1

      It's not wasting time! I swear leveling my Warlock is much more important than sleep or food or hygene.

      --
      Home of the midwest loser - www.say-10.net
    4. Re:I'm celebrating by... by luvbassonacid · · Score: 3, Funny
      --
      --- Why rant when you can rave?
    5. Re:I'm celebrating by... by windex · · Score: 2, Funny

      I'm waiting for the divorce papers. :D

      WoW sure is going to be expensive, even without that $14/month charge. The $300+/mo alimony payment. oi!

    6. Re:I'm celebrating by... by FuzzyBad-Mofo · · Score: 5, Funny

      Anybody else reminded of the Comic Book Guy from the Simpsons'?

      "Furthermore, I will now present my 283rd point regarding the ugliness of the font used in printing this so-called monster manual."

    7. Re:I'm celebrating by... by Anonymous Coward · · Score: 0

      ROFL. Seriously. Best .. Quote .. Ever.

    8. Re:I'm celebrating by... by kin_korn_karn · · Score: 1

      exactly! this guy also reminded me of musicians that won't listen to music that sounds like it was easy to play.

    9. Re:I'm celebrating by... by dshaw858 · · Score: 1

      Comparing WoW to the legendary DnD is like comparing ...

      Nethack to Diablo?

      - dshaw

    10. Re:I'm celebrating by... by drDugan · · Score: 1

      nerdy, but at least useful.

      This story I'd have to sy is _at least_ as nerdy...

    11. Re:I'm celebrating by... by F34nor · · Score: 1

      Rouge to zAngband?

  2. Old School by Skyshadow · · Score: 4, Interesting
    Ashamed, awful, sad shake of the head...

    Interesting how one would be able to apply all of those same terms to the state of D&D itself ever since, well, second edition came out. Not that there weren't some good rule tweaks, but that's where this "You need 1000 rulebooks to play a basic game" mentality really emerged in earnest. I mean, c'mon, the illusionist's handbook? "You make people see things". The *bard's* handbook? "Nobody plays this class, nitwit."

    You enter a 10x10 room. Two orcs are guarding a chest. They leap to their feet as you enter, one orc looks to the other and says "Looks like Dwarf for dinner again", and the other responds "how come we never get any pork up here?". Roll initiative.

    --
    Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
    1. Re:Old School by PriceIke · · Score: 1

      Unlike WoD, which requires you to purchase 1 core book and at least 15 supplements to really understand what the core book is talking about. By the time you've figured it out, they release a totally new core book.

      --
      It's not a lie. It's the truth with lossy compression.
    2. Re:Old School by NeoSkandranon · · Score: 4, Insightful

      Uh? My group played 3e D&D for the better part of a year with a player's handbook, a monster manual and a DM's guide. where exactly are you getting the idea all those little class supplements are required for play?

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    3. Re:Old School by Ignignot · · Score: 5, Funny

      The *bard's* handbook? "Nobody plays this class, nitwit."

      I take offense to your blatant bias against all of us bards. I've played my half-elven bard, Illiariariniara, for 12 years now and I must say it is the most fulfilling part of my life!! And I read the bard's handbook constantly to improve my understanding of my bard. She is currently level 26 and I hope that within a year she'll reach level 27. She can play a mean lute, let me tell you, and will charm the stink off a kobold! haha! Once you really get into character you'll better understand why the 2nd edition is so much better and why bards are so deep. They are the master of no trades but the jack of all but they get in all the sticky situations with the tavern wenches... I'll never forget the first time my bard had sex. So before you go jumping on people about how bards suck, you should try it for awhile and see if you like it!

      --
      I submitted this story last night, and it didn't get posted.
    4. Re:Old School by double-oh+three · · Score: 1

      Seconded. While it's true that after a while you tend to want/need to pick up more books, it's nothing more than the natural progression towards specialization. But you definitly don't need any more than the 3 named by the parent to start out, and you could probably leave out the Monster Manual for a few sessions(AKA, until they get bored of killing kolbolds).

      --
      "For years, I struggled with reality... but I'm happy to say I finally won out over it." -- Elwood P. Dowd
    5. Re:Old School by Xardion · · Score: 2, Informative

      Seems like they were more bitching about 2nd Edition AD&D, which was notorious for its brevity when it came to clarifying a complicated situation. And instead of release errata or an FAQ on an official website (yes, the web was still a 'new' thing back then, but honestly), they'd release a new book. And the whole 2nd edition revised books was just the last flailing cash grab of a tanking company.

    6. Re:Old School by Coryoth · · Score: 5, Insightful
      The more different RPGs I played, the less I enjoyed long sets of rules. Some of the best games I played had extremely spare rules that simply laid out some basics of the world, and left the rest up to the GM. Yes, that requires a good GM, but then the heavily rule bound games just become mindless dice fests without a good GM. In the end I often played a very simplified game with only 2 rules:
      1. You don't question the GMs decisions
      2. You don't question the GMs decisions

      And the GM simply had a fairly free flowing game tried to understand the skills and abilities of the characters and just worked out a percentage chance of success in his head, and asked people to roll on it for any given action.

      In the end great RPGs are made by great story telling. Get in a good storyteller for the GM and rules are almost irrelevant. Get in a bad one and not matter how many rules you add you just have a boring dice game suitable only for pedants who like to say things like "But it says here on page 237 paragraph 4 of the Rogue Illusionists handbook..."

      Jedidiah.
    7. Re:Old School by kfg · · Score: 1

      For that matter the original little booklets still work for me. Just because they print 'em doesn't mean you have to buy and use 'em, unless, of course, you're hung up on being "official."

      In which case I'm not sure that a game like D&D is for you in the first place. It's about creativity.

      KFG

    8. Re:Old School by Anonymous Coward · · Score: 0

      Egads. 12 years and level 26? What are you doing, playing once a year?

    9. Re:Old School by Ubergrendle · · Score: 1

      I think you can make a general statement that any book published by a company documenting its own history is self-serving at best, corporate propaganda most likely, and a purile mastubatory exercise at worst.

      RPG companies of the late 1970s in many ways parallel the dot-com industry in the 1990s. Start with a cool idea, driven by young enthusiastic individuals. More people get into the mix. It becomes a business. Business grows. Revenue becomes important. Nature of the beast changes until it becomes unrecognisable -- most likely this is mediocrity, but its also the result of a maturing enterprise.

      Gygax is eaten by TSR, TSR is eaten by WOTC, WOTC is eaten by Hasbro. Arguably each step has resulted in a more watered down, inferior product.

      On a side note, as for 2nd edition, I think it had the right idea with the original 3 core-rulebooks...but handbook and expansion-itis watered down the product completely. TSR fell into the 'consistent quarterly revenue' trap. As for 3e, I don't even recognise it.

      --
      John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
    10. Re:Old School by Dysan2k · · Score: 1

      Nah, just sounds to me like he needs the adventure modules to run a game. That's fine if you've never run before or are new to a d20 system (in which case a 3-part module should be more than sufficient.) Our GM just culminates some stuff from the books, adds his own twist and NPCs, then runs the game from that. Lord knows I have to print stuff off before the game for him lest he goes, pulls out the PDA, and runs from that.

      --
      -What have you contributed lately?
    11. Re:Old School by Brandybuck · · Score: 2, Interesting

      You sound so much like my old girlfriend. I still shudder at her memory. She once left her three year old kid home alone for the weekend because she had to go to a con. That was the last straw. The dad sued for custody and he won (in a state where dad's never get custody) by default because she was too busy playing DnD to show up to court. Is she still playing that LG vampire paladin after twenty five years? Probably.

      --
      Don't blame me, I didn't vote for either of them!
    12. Re:Old School by Gr8Apes · · Score: 1

      You might want to check dates. The original 2e came out in 89. No web then.

      --
      The cesspool just got a check and balance.
    13. Re:Old School by corbettw · · Score: 5, Funny

      I'll never forget the first time my bard had sex.

      Yep. You're a gamer. ;)

      --
      God invented whiskey so the Irish would not rule the world.
    14. Re:Old School by JakusMinimus · · Score: 4, Funny

      purile mastubatory exercise

      story of my life in three words

      --

      You can be an atheist and still not want to succumb to some weird cross-over sheep disease -- AC
    15. Re:Old School by Golias · · Score: 1

      The first mistake the reviewer made here was reading the book.

      This is not a book to be read. It's a coffee table book about D&D. It's meant to be purchased as a semi-thoughtful gift by people who know nothing about the game, given to relatives who are into it.

      Each copy will then (in theory) be "on display" in the giftee's living room. Of course, the typical D&D nerd has a coffee table completely covered in half-painted miniatures, stacks of Japanese manga, and empty pizza boxes, so it's hardly a showcase for fashionable hardcover literature... but it's the thought that counts.

      Many of these books will sell, but precious few of them will every actually be read. Reviewing the content (or layout, for that matter) is completely missing the point.

      --

      Information wants to be anthropomorphized.

    16. Re:Old School by Anonymous Coward · · Score: 0
      I've played my half-elven bard, Illiariariniara, for 12 years now and I must say it is the most fulfilling part of my life!!

      Ummmm...I wish I could make a joke here, I really do.

    17. Re:Old School by Xardion · · Score: 1

      That's true, but the 2nd edition revised stuff that I'm specifically talking about came out much later, right before the WotC buyout I believe.

    18. Re:Old School by Anonymous Coward · · Score: 1, Interesting

      In that case I'd rather somebody buy me the orginal Deities & Demigods book, the one with the Cthulhu and Melnibonean mythos. It's authentic, useful, and most certainly has better art and layout. ;)

    19. Re:Old School by Short+Circuit · · Score: 1

      I'll never forget the first time my bard had sex.

      Yes! Another great sig.

      Old one was: "I find the command "cat/dev/null > foo" a lot more spiritual, it's like Death coming for your soul." - Rolman

    20. Re:Old School by Anonymous Coward · · Score: 0

      Get a life. Like all of the rest of us ex-gamers!

    21. Re:Old School by Alkaiser · · Score: 4, Funny

      I had the best bard ever. He was a Gnome. Named Warren.

      Warren G-Nome. Coolest Bard ever. I think I got him to level 6 before we finished the campaign and went onto something non-D&D.

      As "punishment" for naming my character "Warren G-Nome" the DM said I'd have to actually have a song when I cast spells. So I came up with fresh freestyle rap songs for each of my spells for the first 3 weeks, until the DM realized the one being punished was him. =)

      --
      Netjak.com independent reviews of domestic & import video ga
    22. Re:Old School by thefireking · · Score: 1

      I used to play D&D, but I didn't like the format. I prefer a game where there is one book to rule them all... so to speak. My favorite for the last 7 years has been WarBringer. One manual, nice creativity. http//WarBringer.com/ P.S. Bards suck...

    23. Re:Old School by Anonymous Coward · · Score: 0

      "I've played my half-elven bard, Illiariariniara, for 12 years now and I must say it is the most fulfilling part of my life!!"

      Not to offend, but you don't have a life.

    24. Re:Old School by Keysh · · Score: 2, Informative

      RPG companies of the late 1970s in many ways parallel the dot-com industry in the 1990s.

      Um, no, not really. What outside investors were bothering with gaming companies in the 1970s? The closest thing to booms (and attendant cash-flow problems) were probably White Wolf and Wizards of the Coast -- in the 1990s.

      And Gygax was never "eaten" by TSR -- he was part of the original company, and ran it for a number of years. Original D&D was a TSR product right from the start.

      --
      -- Keysh (Peter Erwin)
    25. Re:Old School by jcenters · · Score: 2, Interesting

      Anyone who thinks the Bard sucks probably isn't playing him right.

      I have a Bard that I use like a jack of all trades. He wields two longswords quite effectively, casts spells, uses his songs, picks pockets, among other fun things. Incidentally he's also my favorite (And most powerful character).

      The trick with Bards is that they're kinda good at several things. Use them in the right combination, and he quickly becomes a valuable character.

      --

      vi ~/.emacs

    26. Re:Old School by thefireking · · Score: 1

      I meant http://warbringer.com/ Fat fingered it...

    27. Re:Old School by Anonymous Coward · · Score: 0

      Well by that, I'd give it an F because the cover is hideous, poorly layed out, and makes the displayor look like he has absolutely horrendous taste =P Then again, this is a D&D book, so maybe it's perfect for its audience as most gamers don't have time to care about developing good taste as we have an rp session to get back to ;)

    28. Re:Old School by itistoday · · Score: 1

      Liar, then why isn't your name JakusMaximus?

    29. Re:Old School by jdray · · Score: 1

      Eh.. I liked the old one. First time I saw it, I stopped and pondered it for a good 38 seconds before continuing. Reading Slashdot, that's practically an eternity.

      --
      The Spoon
      Updated 6/28/2011
    30. Re:Old School by Short+Circuit · · Score: 1

      That's why I put it in a comment. If I ever want to go back, it's right there in my comment history.

    31. Re:Old School by Elwood+P+Dowd · · Score: 1

      You should check out The Extraordinary Adventures of Baron Munchausen. It's a live action role playing game lying contest. It only really works with somewhat theater-geek-heavy crowds. Otherwise, it takes a bit of practice.

      I think it might be a decent GM boot camp, too.

      --

      There are no trails. There are no trees out here.
    32. Re:Old School by NeoSkandranon · · Score: 1

      I was undre the impression he meant the class based supplements with weapons and prestige clasess and so on. My group DID get several of those mainnly for the new weapons and prestige classes. We have never, ever used an out of the box adventure module, unless you count one from a Dragon magazine we basically just stole the maps from

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    33. Re:Old School by dsplat · · Score: 1

      Pop quiz time kids. Anyone who can tell us what TSR stood for without looking it up has been gaming far too long.

      --
      The net will not be what we demand, but what we make it. Build it well.
    34. Re:Old School by wayne606 · · Score: 2, Interesting

      The funnest D&D games I have played were with no books, no dice, no nothing except sitting in a car on a long road trip... The DM just has to try and make the adventure fun and the players have to give up on all the stats...

    35. Re:Old School by Ubergrendle · · Score: 1

      Gary Gygax invents D&D (with other contributors, but he was the visionary). Gary Gygax needs money to help found a company to market his product. His wife provides him inherited family money. TSR and D&D become a success.

      Unfortunately, on the marital front, his marriage dissolves. His wife retains ownership of all the founding shares, based on some clever legal work. The board is sacked, Gygax is forced out, and he's lost all the intellectual rights to property he helped create.

      TSR was a corporate entity, beholden to the majority shareholder. What happened to Gygax is a lesson to ANYONE involved in business -- get a good lawyer. I certainly would have done things differently and probably avoided the scenario, but then again I haven't invented a game played by millions of people.

      --
      John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
    36. Re:Old School by Ubergrendle · · Score: 1

      Okay, in fairness the picture is a little more balanced. I did some research and here's a more even handed perspective:

      "He got divorced from his wife she took half his interest in the company as part of the divorce decree. This meant he no longer had a controlling share. His wife then got together with a couple of other main stock holders (I don't know who exactly) and forced him to step down as President of the company. Faced with the options of dealing with his ex-wife and her cohorts who name had a controlling share of the company he choose to leave." (from usenet)

      So technically he was still forced out (or they would have forced him out) but he had a few other options should he have decided to hold out.

      --
      John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
    37. Re:Old School by kfg · · Score: 1

      Yeah, did that just once on the way BosCon, but it was a hoot, and dodging traffic on the Mass Pike while DMing certainly adds another dimension to the game.

      KFG

    38. Re:Old School by JudicatorX · · Score: 1

      This is the cycle of all things, or at least is what happens to most RPG's that start out simple (1..3 books). They start out great, but become crap as expansionitis takes over. Kind of what happens to software as it reaches EOL: bloat and featurism take over....

      --
      "It is a good divine that follows his own instructions" - Portia, The Merchant of Venice
    39. Re:Old School by Kiryat+Malachi · · Score: 1

      I was going to congratulate you on such a nice troll post... when I realized that you weren't trolling. You're just a gamer.

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
    40. Re:Old School by magarity · · Score: 1

      and the other responds "how come we never get any pork up here?"

      Because orcs don't vote...

    41. Re:Old School by Eccles · · Score: 2, Funny

      Liar, then why isn't your name JakusMaximus?

      He's referring to size, not frequency...

      --
      Ooh, a sarcasm detector. Oh, that's a real useful invention.
    42. Re:Old School by parliboy · · Score: 1

      I only did one Gnome. A weird little Cleric fucker who went around saying he was working "in the service of that great and wonderful god Odin" in a stereotypical Indian voice.

      Poor guy developed cyclophobia after he had to be resurrected. Seems the party's ranger couldn't control her giant eagle properly and it wound up clipping and killing the Cleric in the middle of a cure spell.

      It didn't help that the ranger's player had a thing for birds, but not the brains to know what wasn't natural. The next campaign she tried to charm a baby roc, while failing to notice a certain large shadow from overhead.

      I stopped gaming with that player shortly thereafter.

      --
      "You're never ready, just less unprepared."
    43. Re:Old School by BadmanX · · Score: 1

      Tactical Studies Rules. And no, I didn't have to look. And yes, I've been a gamer for far too long.

    44. Re:Old School by Poltras · · Score: 1
      Seconded.

      Leaps out of the discussion, waiting for moderation -1, unuseful and meaningless life.

    45. Re:Old School by Anonymous Coward · · Score: 0

      puerile from the latin for boy puer

    46. Re:Old School by Ignignot · · Score: 1

      lol you actually put it in your sig! That's classic.

      --
      I submitted this story last night, and it didn't get posted.
    47. Re:Old School by mark-t · · Score: 2, Insightful
      Actually, if you're hung up on being "official", all you need are the three Core books: the DMG, the PH, and the MM. Everything else, and I mean _EVERYTHING_ else, is optional. It even says so at the beginning of each of the supplement books.

      The reason you might want to get the other books isn't so much in the name of being "official" as it is to add potential to enrich the game by adding more into it in a consistent manner, albeit at a cost of _deviating_ from the official.

    48. Re:Old School by itsnotthenetwork · · Score: 1


      Your words cut me like a +6 vorpal sword of wounding.....

    49. Re:Old School by Mr.+Ghost · · Score: 1

      I have that book. It is in really bad shape compared to the rest of my 1st ed books but I still use it (now playing 3rd edition). I can't figure out why no other version of the Dieties and Demigods book has been that cool. They had the most pantheons including the fictional ones like Melnibonean, Cthulu, and at least one other I can't remember.

      I started out playing D&D basic (red box) way back when and then moved to AD&D. I remember moving to 2nd addition but found myself always referencing the original books instead.

      I now play 3rd addition but still use the 1st additon DMG with the table of gems and their properties as it is kind of cool to make magic items and such containing gems relating to the appropriate abilities/powers.

      However, unlike some people I really like the 3rd edition rules because they seem to be much more streamlined and coherent and don't seem to interfere with the way we want to play as much as 2nd edition did.

    50. Re:Old School by Ohreally_factor · · Score: 1

      It's been over 15 years since I really played, because one excellent DM ruined it for me. He was an excellent storyteller and an excellent actor. Our group actually played entire games without a roll of the dice, due to the DM's role-playing skill.

      Ever since, RPGs have seemed boring and with too much emphasis on the game mechanics. I've tried a few times since then to join a game with reputedly good DMs, but they've all seemed flat and I quickly lost interest.

      --
      It's not offtopic, dumbass. It's orthogonal.
    51. Re:Old School by Gr8Apes · · Score: 1

      Heck, the additions kept coming for years. The cool ones where Dieties and Demigods, and Fiend Folio. We didn't need stinking Player class additions, as we had the basics from Dragon magazine and our own additions....

      Heck, we'd created our own brawler class extended from the same pummeling tables provided in the PH, among other things. Monk? Just our brawler class with some bonuses, really, and some tweaking to allow him to be hurt less. But, does anyone think in real life some karate etc is going to be succeessful against a well-trained enemy with a gun. It makes for good screenplay, but a well-trained person with a sword will almost always beat an unarmed opponent, no matter how well-trained.

      Take a look at soldiers - they're well-trained, they shoot for the torso, basically the center of gravity, which is much easier to hit as it's much harder to move, and not just because it's bigger. So are police, come to think of it. Not too many headshots with either one, no matter how cool that is in HL or Doom.

      --
      The cesspool just got a check and balance.
    52. Re:Old School by Moderatbastard · · Score: 1
      which requires you to purchase 1 core book and at least 15 supplements to really understand what the core book is talking about. By the time you've figured it out, they release a totally new core book.
      Where did perl come into it?
      --
      1/3 of jokes get modded OT. If you get the joke, mod 1 in 3 insightful/interesting/underrated to restore karma balance.
  3. Um... I don't think you've gotten over it... by datastalker · · Score: 5, Funny
    When I was in fourth grade, my teacher once made the class grade each other's papers. As she read off answers, I stared in horror at the paper I had been given from the girl next to me. Every answer was wrong. Every one. By the time I had ticked off the 30th incorrect answer, I was practically in tears. I felt responsible, somehow, for the problems on the page. It would not be her fault that she failed, but rather my own fault for calling attention to her flaws. I felt ashamed. I felt awful. That was twenty years ago. I've gotten over it.

    I may not be a psychiatrist, or even play one on TV, but that sounds *way* too much like you haven't gotten over it. ;) Of course, with Slashdot as your only cahartic outlet, you may never get over it! ;)

    1. Re:Um... I don't think you've gotten over it... by zecg · · Score: 0, Flamebait

      Well, he did say it was a girl - and that was probably the last time he met one of her kind. How is a man to get over it, by playing D&D and correcting typos in books on D&D?

      --
      .i lu doi ringos.star. xu do puku'aroroi dunli dopecaku leni virnu li'u
    2. Re:Um... I don't think you've gotten over it... by Otter · · Score: 5, Funny

      On the other hand, he certainly established his credentials to review a D&D book. Meanwhile that girl probably grew up to be prom queen and then the ex-Mrs. Larry Ellison, and has zero recollection of some nerd sitting next to her and crying over her division quiz.

    3. Re:Um... I don't think you've gotten over it... by wramsdel · · Score: 0

      I don't think his mom'll let him have girls in the basement.

    4. Re:Um... I don't think you've gotten over it... by thebra · · Score: 1

      I remeber switching papers in math class and grading. We all had an understanding that if we missed an problem that we would fill it it correctly. Yeah, it's cheating....

    5. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 5, Funny

      Yeah, either that or she is cracked out in some abandoned house with the quiz and his picture stuck to the wall with a dagger and little calender filled with x's, while the number of days until she has her revenge lessens. Just a thought, but you're probably right.

    6. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 1, Insightful

      this(the article) is a waste of Slashdot space

    7. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 2, Funny
      Yeah, he needs help.

      By the way... Look at how bad that book is! It sucks! It's all Aeonite's fault. Bastard!

    8. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 0

      about your sig:

      that's not a fix, it's a repetitive annoying procedure.

    9. Re:Um... I don't think you've gotten over it... by acidrain69 · · Score: 1

      Was I the only one who read that as porn queen?

      --
      -- Having a Creationist Museum is like having an Atheist place of worship
    10. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 0

      No, but I did read ex-Mrs. Harlan Ellison. Make of it what you will....

    11. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 2, Funny

      Calender? Lessens?

      You *are* that girl, and this is all true, isn't that right?

    12. Re:Um... I don't think you've gotten over it... by mat+catastrophe · · Score: 1

      Just looks to me like the reviewer reads way too much of the crap on pitchfork media. After reading the review itself, I'd say I'm sure of it.

      --
      sig not found
    13. Re:Um... I don't think you've gotten over it... by Bilestoad · · Score: 1

      You're a rare example of a literate person, Mr. Aeonite. All those problems can be found in Slashdot posts every day - does the book include my favorite incorrect phrase, "could care less"? Your meticulous review is wasted on all but a very few Slashdot readers and I suspect even fewer have ever given any thought to the dos and don'ts of book layout.

      I can easily picture the Slashdot editors all gathered around a monitor, looking blankly at your examples of mistakes and then at each other, wondering who will be the first to ask "Huh? What's wrong with that?!".

    14. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 0

      What's wrong with "lessens"? It's a perfectly good word, and I have used it many a time.
      "Calender" however - the OP should have used a spell-checker.

    15. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 0

      I thought the OP meant "lessons", but it could be read either way, I guess.

    16. Re:Um... I don't think you've gotten over it... by LearnToSpell · · Score: 1

      "Could care less" is a colloquialism, and perfectly acceptable in informal speech, although I can understand why it bothers you. Your final period's unnecessary, BTW. :-P

    17. Re:Um... I don't think you've gotten over it... by Bilestoad · · Score: 1

      Like, colloquialisms are not always good, ok? Just because they're like, common, doesn't make them, like, good.

      Oh, and I'd just like to say that D&D has jumped the shark. How cool am I for saying that!

    18. Re:Um... I don't think you've gotten over it... by LearnToSpell · · Score: 1

      No, but good and acceptable are two completely different beasts. Besides, every generation has them. Romeo, Romeo, wherefore art thou at, Romeo?

      And I always mod up for jump the shark lines.

    19. Re:Um... I don't think you've gotten over it... by Anonymous Coward · · Score: 0

      huh huh. heh he. heu huh. "have".

  4. Even made sense to a non-D&Der by bubbaprog · · Score: 5, Funny

    D&D fans cannot be burdened with the time-wasting task of copy editing. There are twelve-sided dice to be thrown!

    1. Re:Even made sense to a non-D&Der by PriceIke · · Score: 5, Funny

      Make sure you know how to throw them right.

      --
      It's not a lie. It's the truth with lossy compression.
    2. Re:Even made sense to a non-D&Der by Bingo+Foo · · Score: 2, Funny

      After reading your post, I immediately began to envision what a 12-sided die would look like.... Being a physicist, I concluded that a spin-1/2 cube would do the trick.

      --
      taken! (by Davidleeroth) Thanks Bingo Foo!
    3. Re:Even made sense to a non-D&Der by general_re · · Score: 5, Informative
      I immediately began to envision what a 12-sided die would look like....

      Well, I ain't got no physics degree, but I do hate to see someone straining themselves so - try this...

      --
      ABSURDITY, n.: A statement or belief manifestly inconsistent with one's own opinion.
    4. Re:Even made sense to a non-D&Der by Mysticalfruit · · Score: 4, Funny

      Apprently that was how they performed the copy editing... or for that matter, the writing.
      The writer casts "Poor puncuation".
      Editor rolls vs. Spell.
      Editor fails roll.

      The Editor thinks the speeling is a-okay!

      --
      Yes Francis, the world has gone crazy.
    5. Re:Even made sense to a non-D&Der by Anonymous Coward · · Score: 0

      Uh... It was a joke.

    6. Re:Even made sense to a non-D&Der by general_re · · Score: 3, Funny
      It was a joke.

      So was mine - geometry must have been a real bitch for whoever modded it "informative" ;)

      --
      ABSURDITY, n.: A statement or belief manifestly inconsistent with one's own opinion.
    7. Re:Even made sense to a non-D&Der by Anonymous Coward · · Score: 0

      I immediately began to envision what a 12-sided die would look like

      alternatively just think of a hexagon with hexagon sides. Think of another, flip it over and stick to to top of the first.

    8. Re:Even made sense to a non-D&Der by Anonymous Coward · · Score: 0

      Among the geometers of the Pythagorean Order, the existence of the dodecahedron as one of the five perfect solids was known and kept secret from outsiders, and even some of those who knew of its existence did not understand the details of the construction of its pentagonal sides. It's not so unreasonable that a physicist in the 21st century would not know of it then, right?

    9. Re:Even made sense to a non-D&Der by Anonymous Coward · · Score: 0

      Hexagon? I think you meant pentagon.

      Alternatively, just think of a normal AC poster, but with an extra chromosome.

    10. Re:Even made sense to a non-D&Der by iomanip · · Score: 1

      Though I think this would give a better idea of a d12

    11. Re:Even made sense to a non-D&Der by Mornelithe · · Score: 1

      I disagree. Clearly, this is what d12 looks like

      --

      I've come for the woman, and your head.

    12. Re:Even made sense to a non-D&Der by nazsco · · Score: 1

      Actualy, you sepend much more time finding numbers in tables than using your bazillion-sided-dice.

      [A]D&D allways sucked because of the infinitude of tables you had to check. oh, and the 1d4 for mages hit points :P

    13. Re:Even made sense to a non-D&Der by mink · · Score: 1

      Thats why you base HP on race not class. Then you attach a class based modifier.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  5. Laughable price by Anonymous Coward · · Score: 0

    Is anyone going to pay that outrageous price? wow. http://fromthemorning.blogspot.com/

  6. Hire Him! by fembots · · Score: 4, Funny

    This Michael should be the chief editor of Slashdot with unlimited mod points, or maybe not?

  7. Nice Bard's Tale ref.... by Anonymous Coward · · Score: 0

    That was the dragons on what, Mangar 3 or 4? Nice.

  8. yester-years D&D by Anonymous Coward · · Score: 0

    I am so fond of one harkening back to yester-years, in pleasant memories of their youth and playing D&D, in those formative years. When I read of this, it brings me to back to my youth, in which I used to beat the crap out of these D&D geeks and then go download some porn and warez off the BBS.

  9. Review? by Godeke · · Score: 4, Interesting

    I'm a bit confused the the focus of this review. From what I gather, this is an art book. Yet very little of the review discusses the art within. Typos, grammatical errors and orphan control are not what I usually rate my art books on (although layout is important and shouldn't be this shabby). I found the review 100% helpful in regards to the quality of layout and only 20% help in regards to contents, except when it was misspelled.

    It is almost like this review needed to be edited by a third party editor...

    --
    Sig under construction since 1998.
    1. Re:Review? by Aeonite · · Score: 5, Insightful

      Fair enough. I wouldn't go so far as to call this wholly an art book. I'm not sure what it was intended to be, nor who the audience was.

      However, looking at it as an art book, there really is little worth mentioning beyond what I say in the review. The overall design is a sloppy-looking, crooked affair, and the art (selected from 30 years of D&D products) is used so inappropriately as to diminish its artistic value, with colors shifted, heads cropped off, etc.

    2. Re:Review? by Godeke · · Score: 1

      Well, with art production values apparently in line with the overall layout values, I guess I'm lucky I skipped on this one. :)

      --
      Sig under construction since 1998.
    3. Re:Review? by Anonymous Coward · · Score: 0
      I'm not sure what it was intended to be, nor who the audience was.

      My guess is it is intended to attract people who are looking for an xmas gift for their gaming relations. It will probably never be read by the people who buy it; and it probably won't be cherished by those who receive it.

  10. Make the best of it. by seanfuller · · Score: 1

    I am sadly shaking my head after reading your review. There are a lot of D&D products out there that run the gamut from excellent to poor. I apreciate the review and I will not be tempted to buy this book.

    As an aside, I have to ask about the fourth grade experience. What did the girl look like? Couldn't you have marked a few right anyway to make her feel better?

    --
    Sean Lane Fuller - The truth is out there!
    1. Re:Make the best of it. by Anonymous Coward · · Score: 0

      Knowing my daughter in grade four, she would not have the foresight to consider giving points when none were deserved. In grade four, they still do as they are told. (yes, there are exceptions)

    2. Re:Make the best of it. by Aeonite · · Score: 1

      About all I recall of her was that she had a harelip. And I think I did give her a few for free.

      She still failed.

  11. Uh oh... by SweetZombieJesus · · Score: 3, Funny

    My THACO isn't low enough to read this article...

    --
    Cheezit! We're boned! - famous 31st Century bending unit
    1. Re:Uh oh... by mcworksbio · · Score: 1

      Didn't you read the review? Typesetting! Style! Composition! You should have used:

      My THAC0 isn't low enough to read this article...

      Notice use of "0" in place of "O"...come on, people!

    2. Re:Uh oh... by SweetZombieJesus · · Score: 1

      I wish I could claim it was a subtle joke... sigh... my bad, I'm making a morale check on a d20 as I type...

      --
      Cheezit! We're boned! - famous 31st Century bending unit
    3. Re:Uh oh... by Anonymous Coward · · Score: 0

      This is fucking funny. This deserves higher than a 2!

      Mod parent up! hahah

    4. Re:Uh oh... by PedanticSpellingTrol · · Score: 1

      uhm... I thought it was THAC0?

  12. In honor of the 30 year anniversary... by Savatte · · Score: 4, Funny

    I will roll my d30 and eat that many bags of cheez doodles tonight!

    1. Re:In honor of the 30 year anniversary... by Anonymous Coward · · Score: 0

      And how is that different from every other evening?

    2. Re:In honor of the 30 year anniversary... by Savatte · · Score: 1

      normally it's a d20

    3. Re:In honor of the 30 year anniversary... by Creepy · · Score: 1

      you've been suckered in by WotC. Truth is, it's very difficult to get a 1-30 (or 0-29) roll on a d20. Trust me, I've tried it.

      It's even hard to fake it using 2 d20s, but you could say reroll the high die on a 19 or 20 and divide the number by 3, choosing 1-6 as a 0, 7-12 as a 1, and 13-18 as a 2 and dividing the low die by 2. Unfortunately, then you'll get the person that wants to divide by 3 and use 0,3,6,9,12,15,18 as 0, 1,4,7,10,13,16 as 1, and 2,5,8,11,14,17 as 2. Gamers will typically change these systems on the fly to get the best results, so they need to declare which they are using before making the roll.

      As you can see, a single d30 roll is much easier. Alternatively, a d6 and d10 can be used, as there is less opportunity for the gamer to fudge the roll than above, as the gamer could fudge either of the d20 divisions. As a better alternative, you could use d20/20*30 to get an approximate value for a 1-30, but you'll be missing some intermediary numbers. This seems best with the WotC 3rd+ edition rules, so you probably want to use that, as that will OBVIOUSLY produce the most realistic results you brainwashed lump of foetid kobold dung.

      p.s. I have far too much time on my hands, and really have no clue who you are, so take this whole message with a grain of salt :)

    4. Re:In honor of the 30 year anniversary... by Savatte · · Score: 1

      I wasn't actually trying to emulate a d30 with a d20. I was merely increasing my chances of getting a number of bags of cheez doodles to eat. But I do appreciate your efforts here. I don't do much D&D anymore, since I got hooked on another WoTC product: Magic.

    5. Re:In honor of the 30 year anniversary... by Creepy · · Score: 1

      apparently you don't know Magic's true name, yet

      "Crack for gamers"

      I thankfully got out when the game was just out of beta and sold off my most valuable card (a beta force field, though I also had a 1st ed force field, too) for $250. I can't believe some moron paid me that much for a piece of cardboard, though he probably turned around and sold it for more. Seeing that I only bought about $100 worth of cards, I came out ahead, unlike the other people I played the game with, one who dropped $10000 (easy, probably more) over 2 years to replace his smoking habit.

    6. Re:In honor of the 30 year anniversary... by Savatte · · Score: 1

      Oh I know Magic's true name. I've been playing since late 1994. People pay much more than 250 for some magic cards, but I don't think that even now a beta forcefield will go for 250.

      It's just a piece of cardboard to you, but to fans, its a wanted and valuable item. Like Baseball cards, comic books, old star wars figures, it means a lot to the collectors

  13. Yeesh. by jd · · Score: 5, Insightful
    Formatting issues are bad enough (and esily avoided - you get a standard template). Factual errors (like version numbers) are worse, since the book is supposed to be a work of fact, not a work of fiction.


    No "celebration of D&D" is possible without mentioning games that existed alongside it - Tunnels and Trolls being probably the most obvious. Games don't exist in a vaccuum, and the push to evolve exists because alternatives exist.


    I can't recall that many uses for a D10 in D&D/AD&D. Rolemaster, certainly. Rolemaster is 99.9% percentiles, which makes GMing much simpler. But D&D? Nah. That uses almost anything but!


    Character advancement is through many mechanisms and it is entirely possible for a character to reach very high levels with never seeing a gold piece or a single monster. Rare, but possible. This book sounds horribly like the author is a weenie power-player who only does dungeon-bashes against hopelessly out-powered, out-classed foes with GMs who prefer to please their players with vast hordes of treasure than serious game-play or challanging problems.


    I'll pit my 20th level hamster mage against his best characters, any day.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    1. Re:Yeesh. by drxenos · · Score: 3, Informative

      In 2nd edition (and some monsters in 1st) used a d10 for suprise. It was also used for some large weapons, and of course percentile (MR, thieves' skill checks, teleport errors, etc.).

      --


      Anonymous Cowards suck.
    2. Re:Yeesh. by Anonymous Coward · · Score: 0

      Dr Xenos is the geekest link! All hail Dr Xenos as a geek!

      We are *not* worthy!

    3. Re:Yeesh. by drxenos · · Score: 2, Funny

      Why thank you! I'm always telling my daughter to "revel in your geekdom!" I LOVE being a geek.

      --


      Anonymous Cowards suck.
    4. Re:Yeesh. by servognome · · Score: 2, Insightful

      This book sounds horribly like the author is a weenie power-player who only does dungeon-bashes against hopelessly out-powered, out-classed foes with GMs who prefer to please their players with vast hordes of treasure than serious game-play or challanging problems.
      AKA Munchkins.
      The biggest problems with Munchkins is that they can ruin a good role playing group by turning everything into a competition.
      Roleplayers see the game in terms of character development ("the journey is just as important as the destination"); Munchkins see the game as a competition, something you can beat ("ends justify the means"). Roleplayers typically require a higher level of maturity, they aren't playing a game, they are creating/living in a fantasy world.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    5. Re:Yeesh. by Tet · · Score: 2, Informative
      I can't recall that many uses for a D10 in D&D/AD&D.

      Errr... initiative? Admittedly, it was d6 in D&D, but by AD&D 2e, it had changed to a d10. Yikes. I've been playing 2e for so long that I'd almost forgotten it used to be anything other than d10.

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    6. Re:Yeesh. by isomeme · · Score: 4, Funny

      A definition of 'munchkin', origin forgotten: "A player who, when told that the game will involve political intrigue in 15th-century Italy, insists on playing a Ninja."

      --
      When all you have is a hammer, everything looks like a skull.
    7. Re:Yeesh. by BlackTyranny · · Score: 1

      Quote: "I can't recall that many uses for a D10 in D&D/AD&D. Rolemaster, certainly. Rolemaster is 99.9% percentiles, which makes GMing much simpler. But D&D? Nah. That uses almost anything but!"

      Are you kidding? Go back to the original 'Basic' and 'Expert' D&D, and even more so in the 1st Edition D&D. d10's were used for everything from Extra Strength rolls, to Wandering Encounters, to Random Dungeon Generation, to Random Personality Generation, to Random Treasure Generation, etc... (how many other examples? Maybe I'll do a little research and get back to you, but let's just say a *fast* flip through the DM's guide alone shows at least 20 charts).

    8. Re:Yeesh. by Scarblac · · Score: 1

      Roleplayers typically require a higher level of maturity, they aren't playing a game, they are creating/living in a fantasy world.

      If that is so, why do we keep score?

      --
      I believe posters are recognized by their sig. So I made one.
    9. Re:Yeesh. by Creepy · · Score: 1

      if you really want to get technical, another use of the d10 in 2nd edition (and maybe 1st, but I don't remember as my books were stolen in elementary school) the thieving skills, which used percentages, were ripped pretty much directly from Thieves' Guild (another early D&D clone). The other major use of d10s were some of the original treasure tables.

      D&D 3rd edition standardized on the D20, so the percentile dice argument from RoleMaster is silly. Rolemaster began as an extension to D&D (adding critical hits and injuries), but moved into its own system not too long later (I know people with the original parchment pamphlet for arms law, which we call pre-0th edition :)
      Rolemaster as a system was broken from a spellcaster standpoint up until 3rd edition - you start with mages that can just boil water and end with mages that can destroy large armies. Unfortunately, 3rd edition introduced a system that made character creation a 3 hour chore if you could even figure it out, but did finally make 1st and 2nd level mages somewhat useful (hey - I can cast a shock bolt at first level and I don't need a 100 empathy and risk a 35% chance of killing myself in the process!).

      Anyhow, my point isn't to bash RM, as I would say it's the system I'm most familiar with as a player, but rather to say all game systems have their flaws. Some of my best roleplayed characters were from D&D, though the DM often ended up killing my character early because I spent all my secondary skills on ventriloquism rather than weapons skills and couldn't stand up to a "lowly troll." I played in a Rolemaster tourney that was entirely munchkinized and a D&D game with no combat that was all RPing. Both were tournaments, and I even won the first one, though it was maybe 5 minutes of Roleplaying and 3 1/2 hours of straight combat. I'm not a bad RolePlayer, but I've found fantasy isn't my forte - I generally lost in any fantasy RPG tournament play, but won in more modern settings (Call of Cthulhu and even a Twilight 2000 win, way back in 1991)

  14. Elves don't have darkvision! by dougnaka · · Score: 3, Funny
    They have infra-vision!

    --
    My Linux Command of the Day site : LCOD
    1. Re:Elves don't have darkvision! by drxenos · · Score: 2, Informative

      With was renamed "darkvision" in version 3.x.

      --


      Anonymous Cowards suck.
    2. Re:Elves don't have darkvision! by Anonymous Coward · · Score: 0

      Yes, but elves don't have darkvision in 3E. They have "low-light vision", which isn't as good as real darkvision. Dwarves have darkvision.

    3. Re:Elves don't have darkvision! by Anonymous Coward · · Score: 0

      Dr Xenos is the geekest link! All hail Dr Xenos as a geek!

      We are *not* worthy! We are most certainly *not* worthy.

      (Sheesh)

    4. Re:Elves don't have darkvision! by Anonymous Coward · · Score: 0

      I stand corrected!

    5. Re:Elves don't have darkvision! by Anonymous Coward · · Score: 0

      been an Uber-geek for almost 40 years, and still loving it!

    6. Re:Elves don't have darkvision! by Anonymous Coward · · Score: 0
      Yes, but elves don't have darkvision in 3E. They have "low-light vision", which isn't as good as real darkvision. Dwarves have darkvision.

      Drow have darkvision instead of low-light vision, though...

  15. It's a game, get over it. by Bob_Robertson · · Score: 2, Insightful

    The players made the game. All the books in the world cannot take the place of the imagination of the players.

    I agree with the reviewer, a "tribute" without Gygax is absurd.

    Bob-

    --
    The Ludwig von Mises Institute. The reasoning individuals economics
  16. if you really want to know history of d&d... by Anonymous Coward · · Score: 5, Informative

    Read the Gary Gygax interview in the OD&DITIES fanzine (issues 10 and 11 i think??) anyway read the OD&DITIES fanzine anyway, it's quite good and has the oldschool atmosphere of D&D from the 70's/80's. Yeah it's a free download. I'm not going to link to the site so it doesn't get slashdotted. I'll let you look on google for it. ;)
    Then if you can, get the Dragon Magazine CDROM archive. It has every one of the magazines from #1 to #250 on it in PDF. It's probably one of the best values out there for the money. Great Xmas gift too, btw. :)
    Also, look around used bookstores, online stores, ebay, etc. for the 1981 edition of the Basic and Expert rules. These are the epitome of oldschool D&D, and unlike 1e AD&D, the Basic/Expert rules are quite easy to play. Each book is only 64 pages, and it's not all just rules there's also lots of examples and advice in there. In fact it's quite remarquable that the editors (Moldvay and Cook) managed to cram so much stuff in so little space, and yet still keep it fully understandable by 10-year olds.
    Then look around for some of the old Basic edition modules. B1-B5, and X1 (Isle of Dread) are damned fine places to start. You don't really *need* the modules, but they do help set that oldschool tone.
    Finally just make sure you got enough pretzels/chips/cheetos and Mountain Dew (or whatever ya enjoy) and grab your dice and graph paper.
    That's how I'd celebrate 30 years of D&D. Relive it. Hell, you might even come to like it more than the newer games out there. It definetely has a style all to its own.

  17. Layout nightmares by adisakp · · Score: 0, Offtopic

    Does anyone remember early issues of Wired magazine. Hippest and Coolest magazine ever at the time -- awesome ads and graphics. It even had pretty good articles but the reason I stopped subscribing was the impossible to read text flow. I remember one article that had a flip out page and the text wrapped around the page on the back of the flipout and then back to the original page so you had to flip pages between lines of text... SERIOUSLY.

    1. Re:Layout nightmares by Tet · · Score: 1
      Does anyone remember early issues of Wired magazine. Hippest and Coolest magazine ever at the time -- awesome ads and graphics.

      Yep. Absolutely hated it. It was pretty much utterly devoid of content, the layout and presentation were appalling, and it was incredibly poorly written by people that didn't understand the subject, and probably still don't[1]. It was a wannabe magazine, aimed at people who aspired to a hacker lifestyle without having the technical skills to achieve it. Strictly for the script kiddies (who seemed to lap it up).

      [1] A trait that's sadly all too common in IT journalism even today. As the saying goes, "Those who can, do. Those who can't, teach" (and by extension, write about it).

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
  18. Vin Diesel? by smooth+wombat · · Score: 4, Funny
    The book boasts on its cover that it features a Foreword by Vin Diesel.

    Vin Diesel?!

    VIN DIESEL!!!

    *searches in his Bag of Holding for the first large, heavy weapon he can lay his hand on*

    --
    We will bankrupt ourselves in the vain search for absolute security. -- Dwight D. Eisenhower
    1. Re:Vin Diesel? by Tackhead · · Score: 2, Funny
      > The book boasts on its cover that it features a Foreword by Vin Diesel.
      > Vin Diesel?!
      > VIN DIESEL!!!
      > *searches in his Bag of Holding for the first large, heavy weapon he can lay his hand on*

      There's no need to sully a perfectly innocent +5 Mace of Encluement on this. Just empty your bag of holding and send to the editor, along with this:

      *hands smoothwombat a portable hole*

      The editor will do what comes naturally to him, and we'll all be the better for it.

    2. Re:Vin Diesel? by SharpFang · · Score: 1

      Watch out. He'll turn it inside out and thus destroy our world by smashing it with an emerging White Hole.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    3. Re:Vin Diesel? by Anonymous Coward · · Score: 0

      He is supposed to be a huge D&D fan, having blown large amounts of money on it.

    4. Re:Vin Diesel? by Anonymous Coward · · Score: 0

      Yes, he is. Apparently he was quite the geek when younger too, and only now has he buffed up and become a sex figure to women...

    5. Re:Vin Diesel? by MikeBabcock · · Score: 1

      I have a +7 Axs of Diesel Elimination, but I'm not strong enough to lift it.

      --
      - Michael T. Babcock (Yes, I blog)
    6. Re:Vin Diesel? by kalyptein · · Score: 2, Interesting

      I know he looks like a meathead, but a friend related this quote from an interview he gave:

      Interviewer: "So you played D&D?"
      VD: "Yep."
      Interviewer: "Got your +1 sword and everything?"
      VD: "+1? Try +4 dancing, vorpal."

      And that kind of authenticity is just hard to fake.

      --
      Entropy gets everyone.
    7. Re:Vin Diesel? by Malacca · · Score: 2, Informative

      Actually, he's a gamer too. Just doesn't fit the stereotypical geek cliche.

      Read about it yourself here: "Chronicles of Riddick" Interview

  19. So I'm assuming the celebration is taking place... by Anita+Coney · · Score: 4, Funny

    ... in some parents' basement?

    --
    If someone says he and his monkey have nothing to hide, they almost certainly do.
  20. 2nd Edition by Anonymous Coward · · Score: 2, Insightful
    The thing that really bugged me about all the extra books in 2nd edition is that they took a large amount of the creativity of the game out by basically laying down rules for things that people would otherwise have to come up with on their own.

    The thief's handbook was the worst one, ironically because it was the best one. They took a lot of the creative things that players had been doing and wrote it all up so all of the sudden all this neat stuff was standard equipment.

    The first time I saw a character played at GenCon make some caltrops and later use them to slow down the guards chasing him, it was cool and inventive and praiseworthy. He told me later he'd been watching a ninja movie and almost leapt to his feet like Hey! I can use that! Two years later, every dufas was tossing them behind them wherever they went because they'd just read the book. Not inventive, not cool.

    I've always taken the route that the less books the better. Improvisation is what makes paper and pencil RPG's worthwhile. Otherwise you might as well be playing Everquest.

    1. Re:2nd Edition by Anonymous Coward · · Score: 1, Insightful

      That's a pretty funny thing all around. At first I was going to argue with your 2e statement, but then I took a look at what edition I own (pics on the web) and it appears I own all 1st editions. So, as for creativity, a large part of creativity and, more importantly, fun, was in making things not EQ like. (ie, I know exactly what this monster is/does, and how to kill it.)

      From rumors in town, you suspect you're going to face 3 different monsters attempting to retrieve the amber chalice, but the equiment required to easily best all three cannot be carried by your party without encumbering you greatly, and one of the type monsters you're going to be fighting is best fought by agility.... Decisions, decisions, decisions....

      Basically, a good DM will change the dungeon to accomodate an overly cautious party vs a party that is merely cautious. An overly cautious party may face a situation which forces them to make a decision, such as dropping everything and running for the hills, since their encumberance doesn't allow them to fight effectively. An overly brave or overconfident party, on the other hand, may be rewarded or fall victim to their underestimation of the risks at hand. Dying was a big deal in AD&D, and making sure you had a line of retreat was always a smart thing to do.

      Lastly, the Caltrops issue - I believe caltrops were listed in a Dragon Magazine issue around 82. I most likely still have those issues stored (#s 40-80 or so). The "handbooks" contained things mostly presented in rough form in Dragon magazine. There was an issue with caltrops though, by the time you could carry enough to satisfy your running demand, you didn't need them anymore. 1) your opponents had missile attacks or could fly or was impervious to such weapons, and 2) you had much better options than caltrops for escaping or slowing the enemy. Caltrops also had this nasty habit of tearing through your bags and backpacks if you carried too much in them.

    2. Re:2nd Edition by my_fake_account · · Score: 1

      That's why Paranoia was so much fun. I think they called their melee rules "dramatic tactical combat".

      The player with the most dramatic narrative of what he does in the fight will be rewarded. Dice rolls were purely for show. Nothing mattered except the GM's whim.

  21. This type of book seems completely unnecessary by Anonymous Coward · · Score: 0

    What information does this offer that you couldn't get for free off of the web with a few minutes spent searching on Google? Heck, just a few weeks ago, there was a nice series of articles referenced right here on Slashdot.

    A.C.

    Roll percentile dice for color scheme...

  22. just for kicks by ragnar · · Score: 3, Funny

    Not to pick on the reviewer or anything, but was anyone else beginning to hear the voice of Comic Book Guy (simpson's reference) in your head about mid-way? It actually got better at that point for me. ;)

    --
    -- Solaris Central - http://w
    1. Re:just for kicks by fizban · · Score: 4, Funny

      Yes, I believe this review can easily be summed up as...

      "Worst... Celebration... Ever..."

      --

      +1 Insightful, -1 Troll. What can I say, I'm an Insightful Troll.

    2. Re:just for kicks by natron+2.0 · · Score: 1

      Whew, I am glad I was not the only one!

      "Worst D&D book ever!"

    3. Re:just for kicks by _Sprocket_ · · Score: 1

      Actually... 1/4 the way through I was thinking "worse... review... ever." I'm not entirely sure why. But it's spooky none the less.

  23. Attention seeker.... by M_Talon · · Score: 2, Informative

    You can find this same review, word for word, on a different site.
    http://www.gamegrene.com/node/419/

    That's pretty low. If you're going to trash something on multiple sites, at least don't just copy and paste the same thing.

    --
    Electronic Frontier Foundation for online civil rights information
    1. Re:Attention seeker.... by Anonymous Coward · · Score: 0

      It does mean, however, that we can copy and paste all the comments from there for free.

    2. Re:Attention seeker.... by Anonymous Coward · · Score: 1, Insightful

      Yeah, nothing should ever be syndicated on the web or cross-posted on more than one site. It's totally "low."

    3. Re:Attention seeker.... by bubbaprog · · Score: 1

      it's the same review because the aeon here is the same aeon as on gamegrene! Imagine that. Please mod parent down for busting on a good person's name.

    4. Re:Attention seeker.... by Idarubicin · · Score: 4, Insightful
      That's pretty low. If you're going to trash something on multiple sites, at least don't just copy and paste the same thing.

      You're right. Detailed critiques of published works should be disseminated only when they're positive.

      Wait....

      If neither Slashdot nor Gamegrene required exclusive rights as a condition of publication, then he's welcome to push his review wherever he wants. There's no point to reinventing the wheel.

      So he saved Gamegrene a Slashdotting. Good for him. If you're concerned about him 'trashing' the book on multiple sites, you're more than welcome to write a detailed, insightful, positive review and submit it wherever you want.

      --
      ~Idarubicin
    5. Re:Attention seeker.... by untaken_name · · Score: 1

      yeah, man. Aeon totally like...sold out. Like, I thought he was all totally underground, but look how mainstream he is, posting to TWO SITES! I mean, he really should have just written an entirely different review for each site, as we all know that hardcore uh...whatevers...do. Aeon, you sellout, or something.

      Note for the dumb: This post contains toxic amounts of sarcasm.

    6. Re:Attention seeker.... by mbourgon · · Score: 2, Informative

      So he saved Gamegrene a Slashdotting. Good for him.

      Except that Fark had it a week or so ago. :)
      (but still, it feels a bit disingenuous - like he submitted the link, got bounced, then submitted a review)

      --
      "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
    7. Re:Attention seeker.... by Anonymous Coward · · Score: 0
      I thought he was all totally underground, but look how mainstream he is, posting to TWO SITES!


      Correction: three sites. Suddenly the "I'm flogging my site everywhere I can" hypothesis doesn't seem so farfetched, does it?
    8. Re:Attention seeker.... by laughingcoyote · · Score: 2, Funny

      What specifically are you accusing him of, plagiarizing his own work?

      --
      To fight the war on terror, stop being afraid.
    9. Re:Attention seeker.... by untaken_name · · Score: 1

      It never seemed far-fetched. It just never seemed like any big deal, either. So what if he's promoting his site? Isn't that what people with sites do? If he does it by posting a warning for fans of D&D which saves them $50, so much the better.

    10. Re:Attention seeker.... by Anonymous Coward · · Score: 1, Insightful

      Ever tried to submit a book review to Slashdot? It takes forever. Maybe he just got fed up of waiting for them to approve / reject it. After all, he'd gone to the effort of writing the review, it must be pretty annoying to not have anyone read it.

  24. Jesus by cjpez · · Score: 0, Flamebait

    ... that read like a fucking Pitchfork Media review. *gag*

  25. Maybe that's part of the "tribute"... by Dinosaur+Neil · · Score: 1

    It makes me frustrated and sort of angry that this sloppy product was foisted off on us.

    Back at the dawn of time, my first exposure to D&D was the original pamphlet-style books, and boy were they sloppy. And the knock-offs were even worse; typos in the D&D books ended up replicated in things like the Arduin Grimoire (sp?) series. There's a Murphy's Rules strip that describes a "% in liar" typo (note spelling) that propogated from the original rules into one of the AG books. So maybe the bad publication values are actually a twisted sort of homage...

    --
    "I'm a scientist! I don't think, I observe!" - Dr. Clayton Forrester
    1. Re:Maybe that's part of the "tribute"... by fishbowl · · Score: 3, Interesting



      "Back at the dawn of time, my first exposure to D&D was the original pamphlet-style books, and boy were they sloppy."

      The Chainmail rules and the first edition books did communicate one thing very well: This game is a work in progress, and YOU must continue its development.

      It was aimed at people who had already grown bored with the rules for tabletop gaming with historical battles, and was supposed to help take people with an interest in a fantasy milieu to another level.

      That means, Gygax provided us with a basic movement and combat system, a magic system that *intentionally* sucked ass, and the most general idea of a universe in which this particular gaming milieu might take place.

      The rest was supposed to be picked up by your imagination. You were supposed to create combat tables, spell effects, character attributes, and adventure campaigns, and grow your own game from the seed of the ideas contained in the books.

      Some people did so, and often had very good results. Those fortunate enough to live near Lake Geneva Wisconsin had the unique opportunity to witness how Gygax himself had interpreted these rules.

      Others, particularly after the game became popular and the 2nd Ed. books came out, chose to stick to the rule books as if they were some kind of bible.
      Which is reasonable I suppose.

      --
      -fb Everything not expressly forbidden is now mandatory.
    2. Re:Maybe that's part of the "tribute"... by ConceptJunkie · · Score: 1

      By the time the 2ed came out, everything coming from TSR was beating you over the head with "You must use official rules!" or you're not playing AD&D. It was completely opposed to the spirit of the game.

      I recall the disparaging tone in Dragon magazine about the idea of even considering using non-standard rules or anything that wasn't blessed with the TSR imprimatur (and requiring an other $30 purchase). It got really embarrassing.

      I haven't played in more than 10 years, so I don't know if that ever got better. Somehow given the increasing size of the owning companies, I can't imagine it is.

      --
      You are in a maze of twisty little passages, all alike.
    3. Re:Maybe that's part of the "tribute"... by Jaysyn · · Score: 1

      One of the best gaming sessions I ever had was with a DM who didn't use dice.

      Jaysyn

      --
      There is a war going on for your mind.
    4. Re:Maybe that's part of the "tribute"... by Erik+Fish · · Score: 1
      Others, particularly after the game became popular and the 2nd Ed. books came out, chose to stick to the rule books as if they were some kind of bible.

      Gygax started making noise about people deviating from the rules quite a while before 2nd Ed. He even went so far as to claim that anyone who modified the rules at all was no longer playing Dungeons & Dragons. I can't find the exact cite, but I think this paragraph from A Brief History of Roleplaying Games hints at what I'm talking about:

      [In 1974] the combination of rules scarcity and individual creativity resulted in many campaigns being very different from what Arneson and Gygax may have intended. Some players, such as Steve Marsh, got into contact with Gygax and the TSR staff, and endeavored to get clarifications. To the extent they were able, Gygax and Arneson offered their opinions. Ultimately, however, games and campaigns developed that were as idiosyncratic as the players and referees themselves. A brisk business was done on convention panels trying to resolve this or that aspect of the rules, but the cat was out of the bag. Had TSR had the position of respectability of Wargames Research Group in Great Britain, it might have been able to issue definitive rulings about How to Play. But this was not to be, at least initially, and it seems from articles and opinions printed at the time that this question vexed Gygax severely. He would attempt to revisit it later, with the development of Advanced Dungeons & Dragons (AD&D).
  26. The Rise and Fall of D&D by hol · · Score: 1

    Not having read the book, but as someone who still plays the odd game of AD&D (22 years and counting) I found the state and layout of the second edition lamentable at best, and am not surprised that this review was so bad.

    The decline, in my mind, started with the release of the Wilderness and Dungeoneers' books, and adding complexity that while making the game more realistic, really contributed little to the overall enjoyment of the game (and the binding on the books was awful - the pages fell out in the first year).

    I guess the same could be said of AD&D as an extension of the original D&D game, but that would be splitting hairs.

    The old DMG, all said, was a fine piece of work. It took a long time to digest and to understand, and probably even longer for a DM to come up with the set of rules he chose to apply for his players. The basic rules were simple, and you could add as much complexity as you wanted.

    Just my 2 cents. Another nail in the coffin.

    --
    - - - Non Caffeine Drink or Drink Error
    1. Re:The Rise and Fall of D&D by yaphadam097 · · Score: 4, Insightful

      It seems like a lot of old school D&D players share this sentiment that the AD&D 2E ruined the game with all its extra rules and complexity. While I agree with those who say that it was unfortunate that you had to buy hundreds of dollars worth of books to keep up on all the optional rules, I also think that the optional rules gave a lot of opportunities to expand and enhance the game in your own direction. Sure, one could do that with imagination alone, but at a certain point you need rules to mitigate the conflicts between your imagination and mine.

      I learned a lot from the optional rules and rulebooks. I learned how to tell a good optional rule from a bad one, and eventually how to write my own rules so that the game I was playing was unique to my group.

      In hindsight it would have been nice to have had a forum like the internet back then so that we could explore and create expansions to the game without spending ALL of our allowances on the latest rulebook, but overall I am glad that I wasted my money on them versus some of the other stuff I probably would have wasted it on.

    2. Re:The Rise and Fall of D&D by Senobyzal · · Score: 1

      Well, there's no shortage of supplements for 3.0 (and now 3.5) edition D&D. In fact, with the Open Gaming License approach, there's a lot more supplements from tons of small publishers, both books and digital files. Personally I don't buy tons of supplements (I own the core books and a few of the Forgotten Realms supplements, and that's it), but 3.0/3.5 scales up in complexity and detail if you want it to. I think where it eclipses 2.0 is the basic simplicity of the underlying rule system (although a few needlessly complex artifacts, like the grappling system, remain).

    3. Re:The Rise and Fall of D&D by travail_jgd · · Score: 1

      "It seems like a lot of old school D&D players share this sentiment that the AD&D 2E ruined the game with all its extra rules and complexity."

      Second Edition was successful in several respects -- it was very compatible with First Edition, but it also streamlined the rules. For instance, THAC0 was unwieldy, but better than the charts in the 1e DMG. 2E expanded nicely on First Edition's rules (specialist wizards, clerical domains, non-weapon skills)

      Second edition failed in three big ways. Political correctness neutered the game; the terms "demons" and "devils" couldn't be used, assassins were gone, and "evil" wasn't an option any more. Because the core system was clunky, later expansions didn't work as well as they do with D20 games. Finally, TSR's production values slipped so badly in the end that page margins and font sizes became an online joke.

      (And TSR's Internet presence and policies didn't help either!)

      "In hindsight it would have been nice to have had a forum like the internet..."

      The Internet was around back then. I was in college shortly after 2E was released, and was on several mailing lists. Usenet was a good resource back too.

    4. Re:The Rise and Fall of D&D by yaphadam097 · · Score: 1

      Political correctness neutered the game...

      None of those things had any impact on us. We knew that TSR wasn't calling them "Devils" or "Demons" any more because they were scared of the parents. That didn't change the way we played the game. All of the old monsters were still there, they just had new names that we were free to ignore.

      Assassins as a class were always lame. In fact most of the classes beyond the basic Fighter/Cleric/Magic User/Thief were pretty lame, IMO. I thought that kits were a better idea than subclasses, although they did a poorer job of balancing the kits.

      The Internet was around back then. I was in college shortly after 2E was released, and was on several mailing lists. Usenet was a good resource back too.

      I could have said "world wide web" but I thought it was pretty clear what I meant.

      • The second edition PHB was published in 1989.
      • The world wide web came into existence in 1992.
      • Mosaic for X came out in 1993.
      • I got a copy of Netscape for my Power Mac in 1995.

      I had already been playing 2E for about six years. Admittedly, I wasn't on the cutting edge. Though, I had used Compuserve and several BBS by that point. My point was that if the web as it exists today had been around then, I would have been able to share the rule expansions that my group had developed with millions of people around the world. In fact, there weren't millions of people on the internet back then. Merely thousands mostly at universities.

    5. Re:The Rise and Fall of D&D by travail_jgd · · Score: 1

      "None of those things had any impact on us. We knew that TSR wasn't calling them "Devils" or "Demons" any more because they were scared of the parents. That didn't change the way we played the game."

      Demons and devils weren't reintroduced until Monstrous Compendium #8, a couple of years after 2E was published. (Unlike 1st and 3rd edition, where they were included from the get-go.) So that little bit of self-censorship did hurt the early adopters.

      "# The second edition PHB was published in 1989.
      # The world wide web came into existence in 1992.
      # I got a copy of Netscape for my Power Mac in 1995...

      My point was that if the web as it exists today had been around then, I would have been able to share the rule expansions that my group had developed with millions of people around the world."

      If the WWW had existed back then, lots of things would be very different. And it's too bad you didn't have the initiative to self-publish a fanzine. They weren't glamourous by today's standards, but they did spread the word to offline folks.

      BTW, there were plenty of people online. Government, military, college students, faculty, and (IIRC) telecom folks had Internet access. But I guess that doesn't count, since you weren't there to grace us with your 18 wisdom. [/sarcasm]

    6. Re:The Rise and Fall of D&D by Sigh+Phi · · Score: 1

      It seems like a lot of old school D&D players share this sentiment that the AD&D 2E ruined the game with all its extra rules and complexity.

      Nah. I played AD&D from age 8 to age 18, from Efreeti-covered DMG to the 2nd edition, and I always thought the best part of 2e was that it reduced complexity.

      For instance, in the first edition there were combat tables that you had to consult every time an encounter occurred; in 2nd edition it was a matter of simple arithmetic to determine whether a hit landed. Every character has a statistic called THAC0 -- To hit Armor Class 0 -- the number the player has to roll above on a d20 to land a blow. To hit armor class "2," you must roll above (THAC0 - 2). To hit armor class "-2," you must roll above (THAC0 + 2) (lower AC is better). You could divine these numbers by examining the 1st edition combat matrices, but the 2nd edition properly emphasized THAC0 over combat tables, thus simplifying game play.

      Another improvement in the 2nd edition eliminated elements of game play that might only pertain to a particular genre of campaign or storyline. For instance, the first edition listed tables of progress for character classes or professions along with a title for each achieved level. A first level fighter was known as "Veteran"; second level was "Warrior"; third was "Swordsman." Interesting on a lexicographical level and great for a fourth-grader's vocabulary, but not particularly useful for game play.

      Some "traditional" classes were rightly left out of the 2nd edition, to the chagrin of some fans, but to the benefit of streamlining the game. In the first Edition, there were four core character classes: Cleric, Fighter, Mage, and Thief. Additionally, there were related subclasses: Druids, neutrally-aligned, nature-loving versions of Clerics; Paladins and Rangers, holy warriors and Aragorn lookalikes who could cast spells as well as wield swords and wear armor; Illusionists, Mages whose spells played with the opponents' mind rather than evoked elements or summoned extra-planar assistance; and Assassins, a Thief subclass whose primary interest was government work. Then there were these "special" classes in the appendix of the Player's Handbook : The Bard and The Monk. To be a Bard, your character had to be a Fighter, change classes after achieving fifth level to Thief, then change classes again to a Mage, then be a mage for three levels, then change to Bard. Or something like that. They were really powerful and really unrealistic. The Monk was modeled after Shaolin/Carradine/Kung-Fu masters and also got weird, deadly, and totally ridiculous powers at higher levels ("quaking palm" -- I think is what is was called -- showed up in Kill Bill Vol. 2).

      The 2nd edition decreed an end to the subclasses, and simply said that your character was either a Priest, a Warrior, a Wizard, or a Rogue. The shades and color of your particular specialization was rounded out by role-playing and a beefed-up skills system. A Ranger in the second edition amounts to a Warrior who had specialized in herbs, tracking, and backpacking. A Druid is a Priest who worships a particular set of "nature" deities and maybe carries out some eco-terrorism from time to time. A Bard is just a subclass of Rogue (wrong, really, considering how it's the music executives who should properly be labeled "Thief"). You get the idea.

      Subsequent to the release of the 2nd edition, TSR released a series of Character Handbooks which gave specialization profiles for a number of subclasses that would be appropriate for specific genres: Feudal Knight; Paladin; Samurai; Barbarian. Some people got really angry at TSR for releasing all these supplements, but it it was a logical move from a game play standpoint that conveniently (strategically, probably) worked from a marketing standpoint. One of the few criticisms I have for the 2nd edition was that, as I may have alluded, it omitted much of the "flavor" of swords-and-sorcery adventure. You could glean

    7. Re:The Rise and Fall of D&D by yaphadam097 · · Score: 1

      BTW, there were plenty of people online. Government, military, college students, faculty, and (IIRC) telecom folks had Internet access. But I guess that doesn't count, since you weren't there to grace us with your 18 wisdom. [/sarcasm]

      In 1989 I was thirteen. Therefore, as a human below base age and without magical modifiers my max wisdom would be 18 - 1 == 17.

  27. Vin Diesel :-) by yogibaer · · Score: 1

    What's next? A critical appraisal of "Pokemon. Past, Present and Future" with a foreword by Steven Seagal and Jean Claude Van Damme? You are not afraid of the dark, are you? :-)

    1. Re:Vin Diesel :-) by Anonymous Coward · · Score: 1, Informative

      Except Vin Diesel has actually *Played* Dungeons and Dragons for almost 30 years himself! He is a big Role Playing Game fan, we should all hope to become sexy geeks like him!

    2. Re:Vin Diesel :-) by yogibaer · · Score: 1

      I stand corrected. Playing and working out like THAT, he should be a role model for us all. (no irony intended). None the less, it sounds very funny.

  28. Consistent by dirtmerchant · · Score: 1

    Should this really come as a suprise? Outside of the core books (and even they could stand a few hours of field-testing before the 3.6 release) the quality of work from Wizards is always sub-par from when examined from a design standpoint.

  29. Mod parent -1: Doesn't check facts by Anonymous Coward · · Score: 0

    Seriously. The guy's email address is aeon@... The reviewer's name is Aeon. Sure looks like the *same guy* to me.

    1. Re:Mod parent -1: Doesn't check facts by M_Talon · · Score: 0, Offtopic

      Of course it's the same guy. That's not the issue. The problem I have is the multiple submission of the exact same overblown rant.

      The whole deal smacks of "Let's post my review on as many sites as I can. That way, the world can see how big my ---- is."

      --
      Electronic Frontier Foundation for online civil rights information
    2. Re:Mod parent -1: Doesn't check facts by cduffy · · Score: 0, Offtopic

      If I write something, I'm going to publish it widely. My software is linked to from my home page, from freshmeat, and from any mailing lists it's relative to. Does that make me a bad person?

      I really don't see what the problem here is.

  30. Maybe it's a joke. by wcrowe · · Score: 1

    Haven't seen the book, but if Steven Colbert is involved, I'd be suspicious that the whole project is an excercise in ironic humor.

    --
    Proverbs 21:19
  31. bards by ChristTrekker · · Score: 1

    I take offense to that. Bards rock. I DM'd a PBeM (based on "Ancient Blood" from an old Dungeon mag) in the early 90's that lasted about two years, IIRC, with a party of 7 that contained 3 bards. (Actually started with 4 but one had to drop out fairly early and was replaced with a different PC.) None of the three was the most suited for an adventure of that type, but they added the most interesting elements to the group. I've found that bard players are often consciously choosing to throw themselves into role-play to a greater degree than others players. You usually don't find min-maxers playing bards.

    1. Re:bards by DG · · Score: 1
      Actually started with 4 but one had to drop out fairly early and was replaced with a different PC.

      Lemme guess - creative differences?

      DG
      --
      Want to learn about race cars? Read my Book
  32. Still have my original dice... by fadethepolice · · Score: 0

    Went back to PA from CA this thanksgiving. I came here (CA) in a hurry for a new job, and couldn't pack everything. Needless to say, I have been pining overy my dice since I left. One of the first things I did when I got to PA was to find my dice bag and pack it. I may have to buy some white crayons to re-do the numbers though...

    Playing since 1984, and still going strong.. contact me if you are in lake tahoe and need a dungeon master, I need Players!!! jamesjsheridan at hotmail.com
  33. ROFLMAO by thunderbee · · Score: 1

    Thanks, you made my evening.
    Excellent review.
    I saved $50 :)
    No one will call that a slashvertisement I guess :)

    --
    In my opinion, Scientology is a cult you should avoid.
  34. I celebrate the D&D anniversary ... by bani · · Score: 5, Funny

    ... by listening to the classic dead alewives skit:

    NARRATOR: "Your children, like it or not, are attracted in their weaker years to the occult. And a game like D&D fuels their imagination and makes them feel special while drawing them deeper and deeper into the bowels of El Diablo. This afternoon, the Dead Alewives' Watchtower invites you to sit in on an actual gaming session, and observe the previously unobservable as a hidden camera takes you into the inner sanctum of Dungeons & Dragons."

    (Session begins)
    Dungeon Master: "Galstaff, you have entered the door to the north. You are now standing by yourself in a dark room, the pungent stench of mildew emanates from the walls..."
    Player 1: "Where are the cheetos?"
    DM: "Next to you."
    Player 2: "I cast a spell!"
    P1: "Where is Mountain Dew?"
    DM: "In the fridge, duh!"
    P2: "I want to cast a spell!"
    P1: "Can i get one?"
    DM: "YES! You can have a Mountain Dew, just get it!"
    P2: "I can cast any of these on the list, yes?"
    DM: "Yes, any of the first level ones."
    P1: "I'm going to get one, any one else want one? Hey, I'm not in the room, right?"
    DM: "What room?"
    P2: "I want to cast... Magic Missile!"
    P1: "The room where he's casting all this stuff at!"
    DM: "He hasn't casted one yet."
    P2: "I am though, if you'd listen. I'm casting Magic Missile!"
    DM: "Why do you want to cast magic missile? There is nothing to attack here..."
    P2: "I'm attacking the darkness"
    (laughter)
    DM: "Fine, fine, you attack the darkness. There is an elf in front of you."
    P2: "Whoa!"
    Player 3: "That's me, right?"
    DM: "He's wearing a brown tunic, and he has grey hair, and blue eyes..."
    P3: "No I don't, I have grey eyes!"
    DM: "Let me see that sheet..."
    P3: "W... well, the sheet says I have blue eyes, but I decided I want grey eyes!"
    DM: "Whatever... ok, look, you guys can talk to each other now."
    P2: "Hello."
    P3: "Hello."
    P2: "I am Galstaff, sorcerer of light!"
    P3: "Then how come you had to cast magic missile?"
    (laughter)
    DM: "You guys are being attacked!"
    P1: "Do I see that happening?"
    DM: "NO! You are outside, by the tavern!"
    P1: "Cool, then I get drunk!"
    DM: "There are seven ogres surrounding you."
    P2: "How can they surround us? I had Mordenkainen's Magical Watchdog cast!"
    DM: "No, you didn't."
    P1: "I'm getting drunk, are there any girls there?"
    P2: "I totally did! You asked me if I wanted any equipment along before this adventure, and I said no. But I needed material components for all my spells so I cast Mordenkainen's magical watchdog!"
    DM: "But you never actually cast it!"
    P1: "Hey, roll the dice and see if I'm getting drunk!"
    DM (sighs) (rolls dice): "Yes, you are!"
    P1: "Are there any girls there?"
    DM: "YES!"
    P2: "I did though! I completely said when you asked me!
    DM: "No, you didn't! You didn't actually say you were casting any spells so now there are ogres, OK?"
    P1: "Ogres! Man, I got an ogre slaying knife! It's got a +9 against ogres!"
    DM: "But YOU ARE NOT THERE! You're getting drunk!"
    P1: "Ok but, if there are any girls there, I want to be able to DO THEM !"

    NARRATOR: "There you have it. A frightening look into America's most frightening pastime. Remember that it's not your children's fault that they've been drawn into a satanic cult of nightmare. It's their gym teacher's fault for making them feel like outcasts when they couldn't do a single pull up!"

    1. Re:I celebrate the D&D anniversary ... by ewhac · · Score: 3, Informative

      Well, if you're going to quote the entire sketch, then you also need to link to the CG video (alternate, evil IFilm link) that the developers of Summoner crufted together just for the hell of it.

      Note: Uttering, "Where's the Cheetos," with the same accent and inflection as in the sketch is grounds for forcible expulsion from many gaming rooms.

      Schwab

    2. Re:I celebrate the D&D anniversary ... by Anonymous Coward · · Score: 0

      You could have just linked to the 8Bit D&D Flash Animation and saved yourself a lot of typing :)

  35. infra/ultra by ChristTrekker · · Score: 1

    Didn't 1st Ed have infra- and ultra-vision? I think 2nd Ed only had infra. Dunno about 3rd Ed, I've dropped out of the AD&D scene. In many of our 2nd Ed games we still used ultravision instead of infra for surface-dwellers, as we thought it made more sense.

    1. Re:infra/ultra by Anonymous Coward · · Score: 0

      Elves do not have darkvision, the have low-light vision. Just like Half-elves.

      Dwarves, Dark elves (drow), Gnomes and Half-Orcs have darkvision.

      Infravision no longer exists in 3E

    2. Re:infra/ultra by ChristTrekker · · Score: 1

      That's basically how we ran out infra/ultra house rules even in 2E. Ultravision required some low amount of background light - starlight at night would be sufficient. Infravision was based on thermal emissions, so it worked even in the pitch darkness of caves. It never made sense to us that surface dwelling races could see in total darkness.

  36. Gimp :) by Anonymous Coward · · Score: 0

    It will be, until your Warlock meets the pointy end of my Rogue's dagger...

  37. Fark by Lord_Dweomer · · Score: 1, Informative
    This same review was posted on Fark a couple weeks ago, but by someone else, so I'm going out on a limb here to suggest that this guy just plageriazed the review.

    Now, as to whether the review is a good one? I'd guess so. Wizards has taken what used to be a great franchise, and have done nothing but turn it into the great money-milking machine +5.

    I'm not saying I didn't like 3ED, I think it streamlined a lot of things and made it easier for new players. But every single book past that has been nothing but an excuse to cut down on content and quality while hiking the price at the same time. I was taken aback when I saw a very thin soft cover book cost about $26 when it used to be somewhere around $15.

    I'm glad I have all my old books, because I have no plans on buying any new ones. Thank god for PDFs. And its such a shame what has happened to Gary Gygax through all of this since he is the one that deserves the lions share. I helped the way I could though, by going to the local gaming store where the Gygax family lives and where they have worked at various points and supporting them by buying pizza and product in exchange for some of the best D&D gaming sessions I've ever played in my entire life.

    Thank god D&D has always been a game made by the players and not by the books.

    --
    Buy Steampunk Clothing Online!
    1. Re:Fark by Aeonite · · Score: 5, Funny

      "This same review was posted on Fark"

      Yes.

      "a couple weeks ago"

      No.

      "but by someone else"

      No.

      "so I'm going out on a limb here"

      Yes.

      "to suggest that this guy just plageriazed the review."

      No.

    2. Re:Fark by Anonymous Coward · · Score: 0

      Right now on Total Fark there is a link about it. This is the same review by the same guy. It's not plagiarized.

      But thank you for always assuming the best in others.

    3. Re:Fark by M_Talon · · Score: 1

      This same review was posted on Fark a couple weeks ago, but by someone else, so I'm going out on a limb here to suggest that this guy just plageriazed the review.

      Nope, same guy. He just apparently felt the need to repeat himself.

      --
      Electronic Frontier Foundation for online civil rights information
    4. Re:Fark by Anonymous Coward · · Score: 0

      This same review was posted on Fark a couple weeks ago, but by someone else, so I'm going out on a limb here to suggest that this guy just plageriazed the review.

      You fail it.

      Asshole.

    5. Re:Fark by popeyethesailor · · Score: 4, Funny

      Wow. they've got prolog interpreters posting on slashdot now..

  38. Shameless Plug - Find your stats (OT) by Embedded+Geek · · Score: 2, Interesting
    Long ago, I had a link on my site to a server side quiz by Bruce Blanchard that you could fill out to find your D&D stats if you were unfortunate enough to personally be stuck inside a D&D game (based on Dave Harper's usenet post). When the link died, I rehosted it in Javascript and put it up at my site. If you're interested: Try it. Have fun. Be glad you don't fight trolls in real life.
    --

    "Prepare for the worst - hope for the best."

    1. Re:Shameless Plug - Find your stats (OT) by WoodenRobot · · Score: 1
      Be glad you don't fight trolls in real life.

      But I'm a Slashdot moderator, you insensitive clod!

      --
      ---
      "I did nothing. I did absolutely nothing and it was everything that I thought it could be."
    2. Re:Shameless Plug - Find your stats (OT) by Kehvarl · · Score: 0


      Be glad you don't fight trolls in real life.

      But I'm a Slashdot moderator, you insensitive clod!


      Not in this thread you are't.

    3. Re:Shameless Plug - Find your stats (OT) by Anonymous Coward · · Score: 0
      Long ago, I had a link on my site to a server side quiz by Bruce Blanchard that you could fill out to find your D&D stats

      So I'm STR:5, DEX:5, CHR:5.

      Can I re-roll?
    4. Re:Shameless Plug - Find your stats (OT) by wirelessbuzzers · · Score: 1

      STR:5
      INT:17
      WIS:13
      DEX:14
      CON:10
      CHR:11

      Geez, I'm so unbalanced. Those stats sound like something a munchkin wizard would make with +3 max bonuses...

      --
      I hereby place the above post in the public domain.
  39. Re:So I'm assuming the celebration is taking place by Beardo+the+Bearded · · Score: 1

    A parent's basement? What in the world are you talking about?

    The first campaign I played in was at my school in the library. I still have most of those dice.

    The last time I played DnD was in a well-lit living room. My wife sat next to me, and we played with the DM's wife and her brother. Our kids played nearby. (Not DnD - they're too young... for now.)

    --

    ---
    ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
  40. Boohoo by Anonymous Coward · · Score: 0
    By the time I had ticked off the 30th incorrect answer, I was practically in tears.

    What a sissy-boy

  41. Bastard by Anonymous Coward · · Score: 0

    Sword. Although it's more fun in GURPS where it makes a difference whether you use it 1 or 2 handed.

  42. cleverly reminiscent by PMuse · · Score: 3, Insightful

    This book does not make me want to celebrate Dungeons & Dragons. It makes me frustrated and sort of angry that this sloppy product was foisted off on us. So much more could have been done, and so much better. ... We deserve better.

    We could say the same thing about our beloved game, more's the pity. We've had 30 years of just-barely-good-enough and sub-par and unprofessional and get-it-out-the-door. It's almost as if the book is merely a cleverly accurate reflection of the quality of its subject matter. Almost.

    So much more could have been done in our game, and so much better.

    --
    "We reject as false the choice between our safety and our ideals." --The American President (20.1.2009)
  43. Only related by FRPG-topic and a bit of praise. by demo9orgon · · Score: 1

    Anyone have a copy of "Zebulon's Guide to Frontier Space" for StarFrontiers for sale? I hate asking at slashdot, but I figure if this review doesn't garner the attention of some old-schoolers (like myself) nothing short of TSR PDF's will.

    Kudos to the reviewer! Thorough job!
    People who write books for people who build worlds with them should know better than to half-ass the job. They should have Opensourced the text and used happy-faces for the rough images. After accepting scathing edits and corrections for a few months they would have had something worthy of the presses...in addition to people who would have gladly picked up a copy knowing they participated in its creation. Of course, that could just be idealism speaking.

    --
    Every new form of media has it's own Requirimento
  44. Bag of Holding by Anonymous Coward · · Score: 1, Informative

    I hope you're reaching for something blunt, because you really shouldn't store anything sharp in those things, you know.

    ...Or do you?

    Roll Knowledge (Arcana) to see if you'd know better than to pierce a Bag of Holding. (DC10)

  45. Kinda Funny by howardholton · · Score: 1

    This review comes at a nice time as I saw this book for the first time last night at B&N and my impression after my initial excitement at a cool idea about something that was a large part of my personal past to only open the cover and let out a cry of defeat as the layout showed it was destined for the bargain shelf and at $1 it would be too expensive. Thanks for the review, but after the 2nd paragraph I already want the publishers of the book to refund the time spent on it. (And the time to write my reply would also be nice..)

    --
    Everyone is Ignorant, just in different subjects.
  46. who's Vin Diesel??? by advocate_one · · Score: 1

    n/t

    --
    Donald 'Duck' Dunn: We had a band powerful enough to turn goat piss into gasoline.
    1. Re:who's Vin Diesel??? by Kehvarl · · Score: 1, Funny

      The body of your post pretty much grants the subject the verbosity it deserves.

  47. Finally! by otis+wildflower · · Score: 2, Insightful

    A negative book review on Slashdot.

    I've been wasting time on this site since, what, 1998, and I do believe the number of negative reviews (scoring 4 or lower) could be counted on no more than two Simpson hands.

    Granted, one might argue that if one hasn't anything nice to say then one should say nothing at all, but that's actually wrong when it comes to product reviews. If you believe that tech book reviews 'matter', then it's as useful to know about bad ones to avoid as to know about good ones to buy.

    BTW, some of the best reading ever can be found scanning Roger Ebert's 0-star movie reviews. Brutal, scathing, and usually hilarious, those reviews are better than the movies they harpoon.

  48. Errors for dimwits? by minotaurcomputing · · Score: 1

    Is it any shock that there are so many errors in a book about a game that allows dimwits to create Lord of the Ring ripoffs where goblins carrying 1000 gold-pieces per, guard the lair of Medusa and a 10,000 year-old lich husband and wife?

    -m

    1. Re:Errors for dimwits? by Anonymous Coward · · Score: 0

      Ah, an intellectual giant speaks. Did you ever play the game, or did you listen to Pat Pulling far too much? Oh I know! You read Dark Dungeons (a Chick tract).

      *RME*

  49. The Munchkin Game by Brandybuck · · Score: 2, Insightful

    ADnD fills the Microsoft niche in RPG world. Like Windows, most roleplayers use it because they simply don't know that other games exist. Or they claim that it's too difficult to learn a new set of rules, yet gladly "upgrade" to d20/3.5 without skipping a beat.

    I've never understood the appeal of ADnD. I stopped playing it the instant I bought my first non-TSR game twenty years ago. I never looked back. In the fantasy genre I've played MERP, Rolemaster, HarnMaster, RuneQuest and many other minor games. Also through in Traveller, Spacemaster, JB007, GURPS, etc. My favorites are Rolemaster (now pretty much defunct) and HarnMaster (still going strong with a tiny but awesome community).

    RPGs shouldn't be about rolling dice and counting coup, but that's what the preteen munchkin wants. Sadly, that's the target market for RPGs. Double sadly, many munchkins never grow up. It's hard finding players interested in your storytelling style of gaming. They don't want political intrigue or realistic social settings. If the world doesn't have wall-to-wall dungeons with new-never-before-fought monsters on each floor, they're not interested. In the height of the LOTR movie mania it was difficult to find players for a LOTR game.

    I think back to the beginnings of the industry and wonder why the TSR competitors didn't do better. They're like the Microsoft of RPG.

    --
    Don't blame me, I didn't vote for either of them!
    1. Re:The Munchkin Game by wuice · · Score: 1

      Sounds like more a complaint of most gamers than one of the D&D system. I've played a *lot* of systems, from the elementary to the incredibly complex, and in my opinion D&D 3rd edition is the best mix of simplicity, variety and speed I've found so far (with the possible exception of DP9's silhouette system), and I feel like comparisons to Microsoft are a huge stretch, even by Slashdot standards.

      The biggest complaint against d20 I've heard is that it is not realistic. Realism is the last thing I want from my game of enchanted blades, spell-slinging wizards, dragons and beholders. Good rules get out of the way and stay there. Though D&D has a huge product library, almost every book is independent and not at all required to have an enjoyable session. A good percentage of the D&D sessions I've run never involved rolling a die.

    2. Re:The Munchkin Game by DunbarTheInept · · Score: 1




      I think back to the beginnings of the industry and wonder why the TSR competitors didn't do better. They're like the Microsoft of RPG.

      You just answered your own question. They got popular the same way - network effect favors people using the same thing as their friends and aquiantences, and that is a much stronger factor than any quality of the product itself. An OS isn't that useful if other people aren't using it, and a roleplaying game is even less useful if other people aren't using it.

      I do find it funny that you talk about people complaining that D&D is too difficult to learn and then turn around and say you like ROLEMASTER, of all things. The only advantage Rolemaster has over (old school) D&D in terms of complexity is that, although it is very complex it is at least consistent. D&D was less complex, but also less consistent (which makes it *feel* more complex than it is - each rule is a special case to memorize.) (I have to qualify here that I'm talking about old D&D (1st and 2nd ed). 3rd edition is considerably more consistent than the old stuff was, to the point where it feels like there is an actual system of sorts buried inside, rather than a random pile of rules made up one at at time and glued together.)

      But me, I prefer die-pool systems because they can properly model the asymptotic nature of probability in a way that flat probability systems cannot. (Chances getting close to, but never quite reaching zero, and getting close to, but never quite reaching 1.)

      But, of course, that all takes a backseat to having a GM that does a good job. A good GM can turn any game system into something fun, or something bad. What's not fun is when a GM refuses to recognize the holes in a system and acts as if the rules are canon.)

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    3. Re:The Munchkin Game by Brandybuck · · Score: 1

      I do find it funny that you talk about people complaining that D&D is too difficult to learn and then turn around and say you like ROLEMASTER, of all things.

      You sort of answer this yourself. Rolemaster (rollmonster) is a very simple game. You only need to learn a few basic rules to play the game. Everything else is just tons of charts using those simple rules.

      --
      Don't blame me, I didn't vote for either of them!
    4. Re:The Munchkin Game by DunbarTheInept · · Score: 1

      The bookkeeping on critical hits is absurd. The healing spells are absurd (have to learn different types for different things you heal - oh, sorry, I don't have the bone healing spell), and the system is not balanced between fighters and other types. (Case in point - to be an effective acrobat, I needed 10 different skills. To be an effective fighter, I would need 1 (pour all points into the same weapon skill, split it for attack and defence). These skills cost the same, hence the unbalance.)

      That, and (and D20 has this same problem) I don't like the unneccesary extra tier to the main attributes: "Okay, here's your main attribute score, which you will never actually use, and there written down next to it is the bonus modifier you get when you look up that attribute score on a table, which is the number you will actually use. Why we didn't just make that number be the attribute, I don't know."

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    5. Re:The Munchkin Game by Brandybuck · · Score: 1

      Sounds like more a complaint of most gamers than one of the D&D system.

      I've got complaints about the system too. When v2 came out people said it was so much better, so I tried it again and it still sucked, even with a great adventure storyline and great GM. Ditto for v3.

      I remember people saying v2 had added skills, so that people who liked skill-based systems (like me) should give it a try. Huh? Those weren't skills! Now they have "feats". Aaargh!

      The problem is that AD&D/d20 is designed for/around a specific style of gaming, and does not work well elsewhere without a serious addition of house rules. You mention realism, but my complaint isn't about realism. The old Star Wars game (Mayfair's pre-d20 system) was in no way realistic, but it kicked d20's butt IMHO.

      Role playing is about playing a role. Duh. That means characters. AD&D doesn't give you decent characters, it gives you walking magic item inventories with a name. Ask a Rolemaster, Runequest or Harnmaster player about their character and you'll hear about who they are and what they have done. Ask an AD&D player about his character and you'll hear about what levels and items and stats.

      Am I being unfair to AD&D? Maybe. But I HAVE given it many chances to redeem itself. I HAVE gone back and tried it again. But always it ends up being the same munchkin game. If you're not running a munchkin AD&D, it's because as a gamemaster you've spent days and days "fixing" the rules for your non-munchkin campaign.

      --
      Don't blame me, I didn't vote for either of them!
    6. Re:The Munchkin Game by Brandybuck · · Score: 1

      the system is not balanced between fighters and other types

      That's because you're still thinking in AD&D character class terms. A fighter does more than fighting. Take a "fighter" from any era in history and I GUARANTEE you that they will have more skills than merely using one specific weapon skill. In regards to Rolemaster (which I am not claiming as perfect, no way, no how), after you've spent those four points for two checks in swords, you still have more than a dozen points left to spend. They'll probably go to maneuvering skills, social skills, survival skills, communication skills, etc.

      It's only unbalanced if you run a game where weapon combat dominates. However, in a campaign where an "acrobat" character would be useful, the fighter is going to be balanced very quickly. Heck, in most games he's going to be so boring no one will want to play him!

      Besides, Rolemaster has rules for a non-profession profession, so use it if you don't want classes.

      --
      Don't blame me, I didn't vote for either of them!
    7. Re:The Munchkin Game by DunbarTheInept · · Score: 1


      That's because you're still thinking in AD&D character class terms.

      You are lying by claiming to know what I am thinking. Stop it.

      This problem has nothing to do with classes.

      The problem would persist if there were no classes in Rolemaster. If someone who wants to be good at X only has to buy one skill, while someone who wants to be good ay Y has to buy 10 because the skills are not the same narrowness as each other, then there's a problem. Either make everything rather vague and widespread, or make everything narrow, but to do half the skills one way and half the other way isn't fair.

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    8. Re:The Munchkin Game by miu · · Score: 1
      My favorites are Rolemaster...

      I never made it through a single session of that game without killing or permanently crippling a PC - pretty much decided me against it right there.

      It's not that I am into powergames or opposed to killing characters, but as a GM I rarely killed characters or important NPCs - and when I did it was a huge story deal. Since my favorite games were Champions and Amber that attitude meshed pretty well with the games. Rolemaster, Warhamer FRP, Shadowrun, and Cyberpunk could be fun, but far too deadly for a heroic game.

      --

      [Set Cain on fire and steal his lute.]
    9. Re:The Munchkin Game by miu · · Score: 1
      The problem is that AD&D/d20 is designed for/around a specific style of gaming, and does not work well elsewhere without a serious addition of house rules.

      The best DM I ever played with rarely used dice in his games and had a ton of custom rules, I think that is a pretty common experience with roleplayers and D&D. D&D after all is pretty much a direct adaptation from a tabletop wargame ruleset and more suited for hack and slash than roleplay.

      --

      [Set Cain on fire and steal his lute.]
    10. Re:The Munchkin Game by MikeBabcock · · Score: 1

      One of the reasons I've loved playing Morrowind (the computer game) is because it has seperate long and short sword skills, light, medium and heavy armour skills, as well as unarmoured, etc.

      I created a great longsword fighter with medium armour capabilities and good acrobatics (for getting out of sticky situations). It took a lot of effort to teach him to use heavy armour when I decided I wanted to go that way.

      --
      - Michael T. Babcock (Yes, I blog)
    11. Re:The Munchkin Game by Brandybuck · · Score: 1

      ...but far too deadly for a heroic game.

      The keyword there is "heroic". Rolemaster isn't for heroic games. One reason is because it treats the PCs as identical to NPCs. Another reason is that if you're fighting ten orcs, you're toast. That's because orcs are dangerous. No really, they are! If you want heroic games where the PCs never have a chance of dying, stick with AD&D.

      --
      Don't blame me, I didn't vote for either of them!
    12. Re:The Munchkin Game by Brandybuck · · Score: 2, Interesting

      But why should a GM need a ton of custom rules? Isn't that itself an indictment of the game? I judge game systems by the amount of additional house rules I need to come up with. AD&D isn't all that bad though, compared to some games. Check out Decipher's LOTR game. I swear they printed the first draft by mistake, and are stubbornly refusing to admit it.

      Every GM is going to tweak any rules system to his or her own taste. But if those house rules expand beyond a page or two, it's time to look for a different system that better suits you.

      --
      Don't blame me, I didn't vote for either of them!
    13. Re:The Munchkin Game by Brandybuck · · Score: 1

      You are lying by claiming to know what I am thinking. Stop it.

      That's what Miss Cleo told me, so if you have a problem, take it up with her :-)

      If someone who wants to be good at X only has to buy one skill, while someone who wants to be good ay Y has to buy 10 because the skills are not the same narrowness as each other, then there's a problem.

      Not at all. While I won't claim Rolemaster has all of their skills balanced perfectly, they're still pretty damned good. To be a decent fighter you need to know at least three skills well: you primary weapon, your off-hand weapon (typically a shield), and maneuvering in armor. But you would still be a lousy soldier if that's all you were good at.

      I gamemastered Rolemaster for over ten years with at least two sessions a month. And not once did I run into the problem of warriors being overbalanced compared to any other class. I can't say the same thing about some of the optional classes from the companion books, but the official classes were all balanced.

      --
      Don't blame me, I didn't vote for either of them!
    14. Re:The Munchkin Game by miu · · Score: 1
      Well he had been playing a campaign with his friends since the mid 70s and with his daughter since the early 80s when I joined the group - so I think he pretty much had created his own game at that point. :)

      I agree that D&D was overly simplistic in some parts and excruciatingly detailed in a couple odd spots - I just loved it for the world it evoked. Once I found games that tended more to heroic melodrama (Champions) and role playing (Amber) I moved on to those. I even had a fun Shadowrun campaign for several months, but it fell apart quickly when we added some powergamers to the group (and since the worst of them was someone's SO it impossible to chuck em).

      My belief is pretty much that the rules give you some structure to build on - but provided the group is good the rules are close to invisible while you play.

      --

      [Set Cain on fire and steal his lute.]
    15. Re:The Munchkin Game by Xner · · Score: 1
      I think WFRP isn't that bad in this regard. Just make sure the DM rolls all the criticals out of view (since he's the only one allowed to cheat for dramatic suspense ;), and ensure they have some fate-points at the beginning.
      And slap them with insanity points, then have fun giving them lots of minor, but annoying, insanities.

      Cyberpunk is very tough though. The system with armour and BTM gives you a safe zone to play where a hit from a weapon will most likely (because of the sharp multi-die distribution) only land a handful of damage on any given character. You need a bit of experience when assessign this though, cause if you mess up your baddies will probably be totally ineffectual.
      A big downside however is that if the armour/BTM system goes haywire (embushed in street clothing?) it's gonna hurt like a bitch. Time to break out the trauma team cards. Again, you might have the GM roll the death saves, but here i usually prefer to let the PCs do it themselves. I have fudged (or just not rolled) the TT arrival delay rolls and the reanimation rolls, but they are NPCs so I can do it with a straight face ;)

      --
      Pathman, Free (as in GPL) 3D Pac Man
    16. Re:The Munchkin Game by DunbarTheInept · · Score: 1


      And not once did I run into the problem of warriors being overbalanced compared to any other class.

      The game you describe as rolemaster, and the game I played called rolemaster, sound like two completely different games that happen to share the same name for some inexplicable reason, then.

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    17. Re:The Munchkin Game by Brandybuck · · Score: 1

      My belief is pretty much that the rules give you some structure to build on - but provided the group is good the rules are close to invisible while you play.

      That's true to a certain extent. With the right group of players, you might not even need to crack open the rule book for months. But even the most mild mannered player can transform into a rules lawyer during the climax of an adventure. I actually prefer it when the players do NOT know the rules, so they can't call me on a "mistake" or remind of a rule in the addendum to the errata of an optional rulebook that's been out of print for five years. (as you said, sometime's it's impossible to chuck a player).

      With the right GM and the right group of players, I could handle AD&D. The last time I played AD&D it was very good. But the adventure was set in Discworld, and was so cornball it didn't matter what rules were used.

      --
      Don't blame me, I didn't vote for either of them!
    18. Re:The Munchkin Game by Brandybuck · · Score: 1

      The game you describe as rolemaster, and the game I played called rolemaster, sound like two completely different games that happen to share the same name for some inexplicable reason, then.

      If you find warriors overbalanced, are you remembering that they ONLY get two picks per level? A warrior's advantage is that he doesn't have to specialize in one weapon like most other classes have to. All of your arms and semi-mages get two picks as well. Not as cheap, but certainly cheap enough to buy double picks if they want.

      --
      Don't blame me, I didn't vote for either of them!
  50. Oops by cduffy · · Score: 1

    s/relative/relevant/

    gah.

  51. Post your funny D&D experiences here :) by Spy+der+Mann · · Score: 3, Funny

    I remember I played a gnome who was an expert in making inventions. My most famous invention: The "insta-drink potion container. No turns required to drink!"

    I prepared my ingredient list and handled it to my DM.

    Ingredients:
    1 long piece of skin to make the straw (yeah you drink by straw)
    1 canteen
    1 bottle of extra strong glue
    8 heavy-duty nails, size "tiny"

    The guys couldn't go on. When the DM finished reading the "heavy-duty" part, they all laughed for about a straight minute.

    1. Re:Post your funny D&D experiences here :) by wirelessbuzzers · · Score: 2, Funny

      I was DMing a civil-war era slave escape campaign, with magic weapons instead of firearms. The party was moving as quickly and quietly as possible through the forest while their master's sons and neighbors looked for them with dogs and horses.

      They'd just brilliantly ambushed a search party with lightning weapons at a river crossing. While looting the bodies:

      Player: Is there anything else on him?
      DM: You've taken everything but his clothes and his hat.
      P: Hm... are any of these guys my size?
      DM: One of them is.
      P: OK, I strip his clothes and put them on.

      (naughty remarks from other players)

      DM: (Roll disguise check, comes out high.) OK, you succeed but it takes you several minutes. The hoofbeats in the distance are getting louder.
      P: Oh right, didn't we catch one of their horses?
      P2: Yeah.
      P: OK, I get up on the horse. (Makes ride check, comes out high.)
      DM: OK...
      P: How do I look?
      DM: Exactly like him, except you're black.
      P: Oh, shit.

      --
      I hereby place the above post in the public domain.
    2. Re:Post your funny D&D experiences here :) by ZorbaTHut · · Score: 2, Funny

      Not D&D, but funny anyway.

      We're playing a very large game with about 8 players. One of us has gone off on their own adventure, and our GM had planned this and recruited a second GM to handle his part. These were both happening simultaneously, so we're sitting in different rooms playing.

      At one point, the lone player pokes his head into our room and asks "Does anyone know the target number for major invasive surgery?"

      Dead silence.

      (Turned out it was 4.)

      --
      Breaking Into the Industry - A development log about starting a game studio.
  52. Talk about horrid writing by JakusMinimus · · Score: 0, Flamebait

    Hello mister reviewer, you mentioned you consider yourself a writer. Well, I have something to show you; here is something you should have read. And if you have not read Strunk & White, please do so. Reread and refer it often. Reading that review induced my eyes to bleed ... profusely.

    --

    You can be an atheist and still not want to succumb to some weird cross-over sheep disease -- AC
    1. Re:Talk about horrid writing by Aeonite · · Score: 2, Insightful

      From link: "Asserting that one must first know the rules to break them..."

      Know 'em.

      Broke 'em.

    2. Re:Talk about horrid writing by toddmaloy · · Score: 1

      He mostly blamed the editor, not the writers, you would expect these errors to be caught in a publication that hires an editor.

  53. The REAL Munchkin Game by Morrisguy · · Score: 3, Informative

    RPGs shouldn't be about rolling dice and counting coup, but that's what the preteen munchkin wants...If the world doesn't have wall-to-wall dungeons with new-never-before-fought monsters on each floor, they're not interested.

    Then maybe you should give them the role-playingless dungeon hacking game, Munchkin instead?

    1. Re:The REAL Munchkin Game by Kiryat+Malachi · · Score: 1

      Don't forget Star Munchkin, Munchkin Fu, and Munchkin Bites.

      (Actually, Munchkin is a lot of fun.)

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
  54. The huge corporations don't care about creativity. by PyrotekNX · · Score: 3, Insightful

    The original writers of AD&D really don't have any creative control over their products anymore. The independant gaming companies have been absorbed into conglomerates. Since then it has been all downhill.

    When role playing first came out, it was run by the enthusiasts. The creators and owners of the games were also players. Richard Garfield, the creator of M:TG and the EX-CEO of WOTC was an avid player of M:TG and was saddened and outraged when Hasbro decided to change his game.

    Roleplaying and videogame companies like SSI, Blizzard, WOTC, and TSR were once independant. Hasbro now owns all of them.

    Hasbro is a children's gaming company. Role playing and CCG's weren't invented for kids, it was invented for young adults. When Hasbro took control over WOTC, one of the first things they did was water down their products.

    Hasbro took a lot of cards out of Magic:TG just because they didn't want kids to certain cards because they were "A Family Company." These huge conglomerates don't care about the people, all they care about is profit. A new expansion for M:TG comes out every few months, the newer sets are practically worthless because they aren't out long enough for people to really collect them and use the cards long enough before the next set comes out. To them, you are nothing but a consumer.

    The same thing goes with AD&D, there hasn't been anything groundbreaking in the past decade as far as roleplaying goes. The truth is that corporations don't want free thinking individuals. They want kids to act like droids that play videogames all day long. Roleplaying helps develop certain key parts of the brain. It also promotes people to be more social.

    Video games do nothing but stunt the growth of the brain and can over time casue permanant brain damage as a result. All video games seem to promote is antisocialism. In extreme cases, they lose their social abilities and become a recluse. It has caused countless amounts of kids to drop out or flunk out of school. In a few cases suicides has been a direct result of playing video games. Speaking of which, WoW is now out. I wonder how many kids will lose out on their social skills and flunk out of school over this one.

  55. I interviewed Gary Gygax in High School by finder · · Score: 5, Interesting

    Completely off-topic, but I contacted Mr. Gygax for an interview while I was a senior in high school many moons ago. My senior paper was debunking the myth that roleplaying games led to satanism. Although the interview was done over email, I was very surprised that Mr. Gygax was so very cordial and more than happy to help out a mere high school student. He even asked me to send him a copy of the paper, which I made certain to do.

    I just wanted to point out that he's a very kind-hearted individual and definitely impressed me during my interview.

  56. What's New with Phil and Dixie by tekrat · · Score: 1

    First of all, any book that doesn't cover "Dragon" Magazine and "What's New with Phil and Dixie" (essentially, the MegaTokyo of it's time) automatically doesn't really cover what was so cool about D&D.

    And what about the wacky and wonderful Marvel/Toei animated series that used to be on Saturday AM?

    Overall, I'd say this review was smart and on-target, and will probably prevent me from wasting cash on this book, although, as someone who knows Chris Prynoski, I'll defend his work to the death.

    --
    If telephones are outlawed, then only outlaws will have telephones.
  57. Regarding the layout... by Anonymous Coward · · Score: 0

    ...it's just as bad as both the 3rd edition and 3.5 books. The background art is distracting, the horizontal lines make following the text hard, the greyed headers make it difficult to scan, the text is very poorly formatted, etc. etc. etc.

    Both first and second edition managed to get it right. Maybe not so "eye candyish" because it wasn't competing with the XBox (or the LotR movies) for attention, but at least they were usable as reference books.

    Sounds like the same folks did the layout on this tribute book.

  58. Burning Horse Damage Table by tekrat · · Score: 4, Funny

    I think my favorite experience was when our Party was having a sea battle -- and the ship we were on, which was trying to escape the town, had no weapons.

    We did however, have our horses and some very strong men, oil, and torches.

    I think you can guess what happened next.

    We had the DM in hysterics, trying to figure out if you could sink the vessel by throwing a horse, ON FIRE, at the enemy ship.

    Trying to envision such a scene had us all gasping for breath.

    PETA would have murdered us, but we thought it was as funny as hell. To this day, all I have to do is get on the phone, call my friend and say "burning horse damage table" -- and that private joke will leave us in stitches....

    --
    If telephones are outlawed, then only outlaws will have telephones.
    1. Re:Burning Horse Damage Table by dlelash · · Score: 1

      To the publisher: Make a book of stories like this, and I'd pay for it. And I haven't touched a d20 in 20 years.

  59. Wait a minute... by NerveGas · · Score: 2, Insightful

    (D&D, natch)

    You use the term "natch", and claim to have a critical eye?

    Myself, I'm skeptical of people who claim to have a double-digit IQ if they use the term "natch".

    steve

    --
    Oh, you're not stuck, you're just unable to let go of the onion rings.
  60. My own stupid celebration: a business trip to TSR by ChaosDiscord · · Score: 4, Interesting

    My first month at my first professional job I got to visit TSR on a business trip. This was after the Wizards of the Coast buyout but before the move out of the Lake Geneva office. If such a thing might interest you, I offer my observations on one of TSR's final days.

  61. Re:if you really want to know history of d&d.. by Anonymous Coward · · Score: 0

    Damn straight. There was actually a "Cyclopedia" that had Basic, Expert, Master, etc in one big book, complete with the basics of the Gazeteer series - great stuff.

    I still have Keep on the Borderlands kicking about somewhere ...

  62. *rolls d20* pleased by this anniversary

    --
    Music is everybody's possession.
    It's only publishers who think that people own it.
    Fuck Beta
    ~John Lenno
  63. Timothy, you were one hypersensitive kid by Anonymous Coward · · Score: 0
    I was practically in tears. I felt responsible, somehow, for the problems on the page. It would not be her fault that she failed, but rather my own fault for calling attention to her flaws. I felt ashamed. I felt awful.

    Holy crap, your were almost in tears? To quote the Simpsons: "You cry when you do long division and you have a remainder"

  64. Now I want to read the book. by Bill,+Shooter+of+Bul · · Score: 1

    I'm not sure if the review was an exercise in reverse psycology. I don't like rpgs. But man that review went to such lengths to bash it, it makes me want to pick up the book, just so I could figure out if he's really anal, or if the book is that bad. In the future, he might not want to focus so much on the presentation and provide some review of the context. In all, I feel sad for the reviewer. I think this review might be a call for help.

    --
    Well.. maybe. Or Maybe not. But Definitely not sort of.
  65. For more pop culture references ... and stuff by ginbot462 · · Score: 1

    When asked what she thought about Vin Diesel's intro, Paris Hilton replied

    "That's hot"

    This was follow by Stephen Colbert doing a Goodwrench ad in which Wil Wheaton references a second /. interview.

    --
    Atlas Shrugged : Thematic Story :: Battlefield Earth : Organized Religion
  66. Balloons and Children's Hospitals by hndrcks · · Score: 1

    "OK, perhaps that's harsh."

    At the Children's Hospitals I have visited (4 of them), each of those 'cellophane balloons' represents a child that died in the hospital during the previous year. It's an annual event, for the parents and families who lost a child in the previous year. Kool and the Gang is not (to my knowledge) an integral part of the ceremony. Sorry it doesn't meet your 'tribute' standard. Harsh? Try asenine.

    --
    Everyone will start to cheer when you put on your sailin' shoes.
    1. Re:Balloons and Children's Hospitals by Hank+Reardon · · Score: 1

      Jeez... Talk about an "open mouth, insert foot" moment...

      --
      There's so little difference between politics and jihad lately...
    2. Re:Balloons and Children's Hospitals by Aeonite · · Score: 1

      The last time I spent time at a Children's Hospital was over 25 years ago. I was (and remain, outside of your comment) unaware of such events at Children's Hospitals. The image was one constructed wholly from my imagination, and you are the first to have made a connection to a real event. In any case, no offense was meant.

    3. Re:Balloons and Children's Hospitals by Aeonite · · Score: 1

      Forgot to add - please substitute "car dealership" for "children's hospital" to get back to the tackiness I intended to convey.

    4. Re:Balloons and Children's Hospitals by arexu · · Score: 1

      Try spell checking your own 'asinine' comments...

      --
      I'd love to help you out -- which way did you come in?
    5. Re:Balloons and Children's Hospitals by merchant_x · · Score: 1

      Oh, boo hoo. oh, and you spelled asinine wrong.

  67. Microreview: by Doc+Ruby · · Score: 2, Funny

    If you liked the movie, you'll love the book!

    --

    --
    make install -not war

  68. That's why I liked RQ so much by Infonaut · · Score: 2, Informative
    The rest was supposed to be picked up by your imagination.

    So true. One of the reasons my gaming group became so attracted to RuneQuest before Avalon Hill got a hold of it was that the game system was simple, elegant, and lean. It was supposed to be a vehicle for your imagination, not the prop upon which everything rested.

    The suppliments released by Chaosium were oritented primarily toward illuminating Glorantha, the "official" world of RuneQuest. The suppliments contained adventures, but their primary appeal was that they provided the GM so many kernels for creation of unique adventures, as well as rich notes about geography, culture, and the denizens of the area. IMHO, the Trollpak and Pavis boxed suppliments were the best pencil and paper game suppliments ever created.

    Chaosium had a very "mix and match" attitude toward what was "official' and what wasn't. They didn't really care whether you slavishly followed every word of what Steve Perrin wrote about Glorantha, and they didn't care if you modified the game mechanics to suit your needs. That attitude came out in their books and in the RQ community at large.

    It's truly a shame that RuneQuest didn't survive. RQ was a game for roleplayers, and it was very difficult to "game the system" It set the standard for clean, elegant rules and a thoroughly explored yet still wide-open game world.

    Dungeons and Dragons is fun, but as we all know, the best don't always win out with the public.

    --
    Read the EFF's Fair Use FAQ
    1. Re:That's why I liked RQ so much by XoYo · · Score: 2, Informative

      It's truly a shame that RuneQuest didn't survive.

      Well, it's not actually that dead. Glorantha itself has contined in the form of Hero Wars and then Heroquest (no relation to the old board game), with a lot of new background material and one of the most innovative set of mechanics in modern RPGs. The publishers, Issaries, are actively supporting the line and there are also a large number of fan publications of extremely high quality (especially those from The Unspoken Word).

      For those who like the crunch of the old Runequest rules, Chaosium has recently published their Basic Roleplaying system, as used in RQ, as a standalone game. This can be combined with the Runequest supplement reprints from Gloranthan Classics for that old-school feel.

      And why yes, I am a Glorantha geek!

  69. For more reviews and articles by the same guy goto by Hakubi_Washu · · Score: 1
  70. only the young die good by Doc+Ruby · · Score: 1

    When I learned to play D&D (not even AD&D yet), the rulebook came with endpages printed with sequences of numbered squares, to be cut into "chits" and picked from cups, rather than throwing dice. A big improvement over the spiral-bound _Chainmail_ miniatures rules, with roleplaying only an afterthought. The legendary "funny dice" were nearly impossible to find in 1975, even around New York City. We eventually got enough experience to craft up a wooden "spinner", with concentric circles divided into 2, 4, 6, 8, 10, 12, and 20 segments corresponding to the dice. Yes, we conjured the mythical "one sided die", manifested from the twisted mutterings of sages! That meta-adventure set the stage for 30 years of a life spelled "LARP".

    --

    --
    make install -not war

  71. Blame Hasbro, not Wizards of the Coast by Anonymous Coward · · Score: 0
    Wizards has taken what used to be a great franchise, and have done nothing but turn it into the great money-milking machine +5.
    It's not Wizards who is at fault here; it's Hasbro. Wizards took the proceeds from Magic the Gathering and bought TSR, stablizing them monitarily. Then they turned around and gave us D&D 3rd edition and the Open Game License, both of which are pretty cool.

    Then Hasbro bought Wizards of the Coast and gave us D&D 3.5 (a half-ass edition revision) complete with rerelease of all 3.0 edition splatbooks in hardcover with shiny new 3.5 edition names and tons of munchkin bait "prestige" classes. Yes, Hasbro did give us the new Erberon setting which, while not everyone's cup of tea, is a nice change. Unfortunately, Hasbro is completely ignoring the non-Erberon, non-Forgotten Realms settings, in particular the canonical D&D setting: Greyhawk.

    Ask any wargaming grognard about how Hasbro's history of purchasing and fucking up gaming properties, i.e. the Avalon-Hill wargames. The same thing is happening here, except D&D is raking in more cash than the old A-H wargames ever did, hence Hasbro hasn't completely fucked over D&D ... yet. However, when the D&D cash cow dries up, due to crappy hardcover supplements (Races of "foo", Complete "bar" handbook, I'm talking to you!), with lame fluffy parts (game setting and atmosphere) and half baked crunchy parts (rules and mechanics), you will see Hasbro bury the D&D IP and actively discourage D20 Open Game license D&D compatable 3rd party products in favor of the next fad.
  72. a simular set of rules by Striker770S · · Score: 1, Interesting

    1. You don't question the GMs decisions
    2. You don't question the GMs decisions at our gaming store we had a simular set of rules that followed...
    1. Dont question the GMs decisions. (a common one)
    2. Questioning of the GMs decisions resulted in a mysterious Red Dragon appearing in the middle of the night to eat you.
    3. If questioning was not as severe, you could hold back the Red Dragon by getting the GM a mt. dew.
    4. the final rule. looking behind the GM screen results in immediate death, not in game... sigh, soo many holes we had to dig out back of that gaming store because of the lack of following rule #4. I miss Bob soo much...

    --
    I thought what I'd do was, I'd pretend I was one of those deaf-mutes. - Catcher in the Rye
  73. Re:The huge corporations don't care about creativi by kin_korn_karn · · Score: 1

    You really had something going (blindingly obvious and beaten to death though it was) with that message until your next to last paragraph.

    Video games causing permanent brain damage? Who are you, Ted Kaczynski?

  74. That chick from 4th grade... by tekrat · · Score: 0, Flamebait

    "When I was in fourth grade, my teacher once made the class grade each other's papers. As she read off answers, I stared in horror at the paper I had been given from the girl next to me. Every answer was wrong. Every one. By the time I had ticked off the 30th incorrect answer, I was practically in tears. I felt responsible, somehow, for the problems on the page. It would not be her fault that she failed, but rather my own fault for calling attention to her flaws. I felt ashamed. I felt awful. That was twenty years ago.

    She still couldn't pass that test today, but that's okay because she's a model or a SCORES dancer, earning hundreds an hour, leaving guys with their tongues hanging out, and having more sex than you ever will.

    And here you are reviewing a D&D book.

    Which proves that education is nothing and looks are everything in this world.

    The ironies of life...

    --
    If telephones are outlawed, then only outlaws will have telephones.
  75. dorks & dorks! by comet69 · · Score: 0, Flamebait

    D&D is for nerddssss!!!

    wait... where am i?

    --
    - Hi I'm Linus Torvalds and I pronounce Linux, Lih-nix..
  76. It's a good thing this guy isn't really a teacher. by themaidtricks · · Score: 1

    Every answer was wrong. Every one. By the time I had ticked off the 30th incorrect answer, I was practically in tears. I felt responsible, somehow, for the problems on the page. I just figured out what makes some teachers really bad at their jobs.

  77. made me want to play a MUD` by Anonymous Coward · · Score: 0

    http://www.aardmud.org

    If it wasn't for D&D geeks I wouldn't have my precious, my precious Aardwolf...500 players online a night ~ FREE !

    -Rogue, Level 43

  78. WotC Enthusiasm != Competence by stmfreak · · Score: 1

    Having previously worked at Wizards (circa 1996), let me assure you that the core staff and founders are a bunch of gaming enthusiasts who stumbled into a multi-million dollar enterprise with MTG. Having made that pile of money, they tried to do what any bunch of gaming enthusiasts would try to do: make more games! And failing at many of those, they did what any multi-million dollar company would do: buy-out their competition (Although one could easily argue that D&D was neither competition nor worth buying).

    Having acheived success so rapidly from Peter's basement, you can only imagine the wide variety of talent at that company. A fair portion of it mediocre at best, yet still scattered throughout the heirarchy. They did not go through proper growth and attrition phases that weed out the incapable or at least prevent them from obtaining positions of great responsibility. So I'm completely unsurprised that they've put out another mediocre ho-hum piece of work amidst their many knock-offs of MTG. I mean, the protected incompetents have to produce something from time to time or risk the appearance of doing nothing, right?

    But as far as D&D goes, as I recall, WotC snatched up a failing business out of sincere desire to make games as big as the movies and TSR's alternative to being owned and managed by sincere, enthusiastic... gamers... was likely financial oblivion and obscurity.

    The $50 price tag might prohibit you from picking up this coffee table book and having a good laugh. But remember that WotC is keeping the game of our childhood alive at no small cost to itself. And unless they can demonstrate the ability to forge new genres and release completely new games that reap success similar to the core MTG, their ability to continue to do so is finite. As it stands, their games only imitate the movies through merchandising and in so doing will never be their equivalent.

    --
    These opinions guaranteed or your money back.
  79. Editing by Erwos · · Score: 3, Interesting

    The reviewer's comments on editing are spot-on. Somewhere in the past year or so, WotC apparently decided that editing wasn't worth the time past, MAYBE, one read-through.

    The proof is the debacle that was D20 Modern Weapons Locker. There were so many glaring typos, so many missing tables that you have to wonder if anyone even proof-read it ONCE.

    Thankfully, D20 Future isn't so bad. But, something over there seriously needs to get fixed, and soon.

    -Erwos

    --
    Plausible conjecture should not be misrepresented as proof positive.
  80. Assumed excerpt of Vin Diesel's Foreward by NotAPirate · · Score: 1

    "...I live my life one d20 at a time..."

  81. Re:now that you've had your cathartic moment... by Anonymous Coward · · Score: 0

    Well, that was your question for the day. Guess you wasted it.

    Next, please...

  82. Re:if you really want to know history of d&d.. by Lando · · Score: 1

    I've noticed the original adventures have been re-introduced to the market under the brand Dungeon-hack. Since the Dungeon-hack brand is currently in production it costs a lot less than trying to find original issues on E-bay.

    --
    /* TODO: Spawn child process, interest child in technology, have child write a new sig */
  83. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  84. Re:The huge corporations don't care about creativi by Anonymous Coward · · Score: 0

    You've been around a long time, you should know what a real troll looks like by now.

  85. Re:The huge corporations don't care about creativi by Arysh · · Score: 2, Interesting

    "Video games do nothing but stunt the growth of the brain and can over time casue permanant brain damage as a result. All video games seem to promote is antisocialism. In extreme cases, they lose their social abilities and become a recluse. It has caused countless amounts of kids to drop out or flunk out of school. In a few cases suicides has been a direct result of playing video games. Speaking of which, WoW is now out. I wonder how many kids will lose out on their social skills and flunk out of school over this one."

    That's funny, I've met a lot of friends (and even an old boyfriend) on MUDs, got to know others through other games, and I'm currently playing WoW with my boyfriend, whereas before I started playing such games I was very antisocial and usually hid in my room reading. In other words, video games do not innately promote antisocial behaviour. Furthermore, they have been shown to strengthen some skills in children (eg. hand-eye coordination, logic, comfort with technology, etc.) Of course, I'm not going to claim that all are good... but you're making very general statements there. You make it sound like creativity simply can't exist in any modern game, and that's simply not the case.

    --
    "A signature always reveals a man's character - and sometimes even his name" - Evan Esar (1899-1995)
  86. Arduin, and other systems by Alien54 · · Score: 1
    I like using the Arduin system and scenario packs, often just because the traps, spells, and artifacts were so weird, and the pre-packaged adventures are sure to be something that most players had not encountered before.

    Examples:

    Murhalla's Spell of the Arrows of Ethereal Anguish
    The High Hallowyn's Conjuration of the Aura of Prismatic Protection
    Yalthuu's Call of the Flames of Faerie
    Charnalla's Call of the Mystik Winds of the Moon

    I happen to like this one:

    Shalamord's Ritual of the Call of the Wild Hunt

    This extremely dangerous ritual requires 13 minutes of time and forty-seven (47) mana points to complete. What it does is to open a "portal into Limbo" so that the terror known as "The Wild Hunt" can pass through into this plane to ride the winds from dusk till dawn.

    What The Wild Hunt actually is will vary from Multiverse to Multiverse, but it is usually a pack of spectral hounds leading some 13 riders (mounted on everything from Hell Horses to Dragons) and led by a Demi-God or Deity. In Arduin this hunt has been led variously by the Four Horsemen of the Apocalypse, "Death" himself and even the "Green Man" of Celtic mythology.

    It will usually always be different each time, except for one hard cold fact: All whom they choose to hunt will be pursued relentlessly unto irrevocable death. Who they choose to hunt and why has always been a mystery (only the GM decides). Those in the path of The Wild Hunt may also be hurt or killed if they don't get out of the way in time. All non-sentient creatures, regardless of size or power will automatically flee in terror before it. Stampede!! The priest who opens this portal (which may only be once per solstice or equinox) has absolutely no control over what happens after he has done so. He may end up as the quarry (and they usually choose just one, harrying him the whole night through in a game of "foxes and hounds"). For obvious reasons this ritual is banned by most religious organizations. This terrible ritual needs but 6 weeks of study to properly learn, but beware its usage!

    Of Course, your milage may vary. Lots of fun for the party who does not display the proper amount of caution. I usually let the victim have a little bit of a head start. It's even more fun when the pantheon is unknown to the players.

    'Who shall we hunt tonight, m'lord?' --- I choose THIS one!

    --
    "It is a greater offense to steal men's labor, than their clothes"
    1. Re:Arduin, and other systems by Alien54 · · Score: 1
      I also routinely include in my games a set of scrolls which contain spells that non magicians can use, usually over the course of days, if not weeks. Of course, it depends on if they can read, pronouncing the the magic words of power correctly, etc.

      Most of the time nothing happens, due to too many errors. But every once in a while some does happen. No guarantee that the spell was for what you thought is was.

      --
      "It is a greater offense to steal men's labor, than their clothes"
    2. Re:Arduin, and other systems by Alien54 · · Score: 1
      sorry for the dup post....

      system problems

      --
      "It is a greater offense to steal men's labor, than their clothes"
    3. Re:Arduin, and other systems by Anonymous Coward · · Score: 0

      wasn't your saveme friend supposed to be dead by now?

    4. Re:Arduin, and other systems by Alien54 · · Score: 1
      she's fighting tough

      but needs to get her operations soon, in the next few months....

      Sometimes people live longer when they fight tough....

      --
      "It is a greater offense to steal men's labor, than their clothes"
  87. Despite its flaws, D&D was influential. by MtViewGuy · · Score: 2, Insightful

    Especially in the field of games for consoles and home computers.

    Does anyone remember Zork? The Final Fantasy series? Innumerable console games that required strong interaction by the player (e.g., role playing) to advance the storyline? Or more recently Ultima Online and the original EverQuest and everything since infuenced by these two massively-multiplayer games?

    Yes, I do agree that D&D wasn't perfect, but then, its inspiration for game designers since the first D&D game came out in the early 1970's is still unmatched to this day.

    1. Re:Despite its flaws, D&D was influential. by Fgarb · · Score: 2, Insightful

      I agree. So why didn't the book cover this? It seems to be a "history of T$R products," instead of a collection of D&D's influences on (and reactions to) the RPG gaming industry.

      Of course, that would be "30 years" of Fantasy Gaming, maybe, and not a way to sell the back catalog of WotC Merchandise.

  88. Arduin and other systems by Alien54 · · Score: 1
    I like using the Arduin system and scenario packs, often just because the traps, spells, and artifacts were so weird, and the pre-packaged adventures are sure to be something that most players had not encountered before. [Currently avaliable via Emperor's Choice, and worth every penny]

    Examples of spells:

    Murhalla's Spell of the Arrows of Ethereal Anguish
    The High Hallowyn's Conjuration of the Aura of Prismatic Protection
    Yalthuu's Call of the Flames of Faerie
    Charnalla's Call of the Mystik Winds of the Moon

    I happen to like this one:

    Shalamord's Ritual of the Call of the Wild Hunt

    This extremely dangerous ritual requires 13 minutes of time and forty-seven (47) mana points to complete. What it does is to open a "portal into Limbo" so that the terror known as "The Wild Hunt" can pass through into this plane to ride the winds from dusk till dawn.

    What The Wild Hunt actually is will vary from Multiverse to Multiverse, but it is usually a pack of spectral hounds leading some 13 riders (mounted on everything from Hell Horses to Dragons) and led by a Demi-God or Deity. In Arduin this hunt has been led variously by the Four Horsemen of the Apocalypse, "Death" himself and even the "Green Man" of Celtic mythology.

    It will usually always be different each time, except for one hard cold fact: All whom they choose to hunt will be pursued relentlessly unto irrevocable death. Who they choose to hunt and why has always been a mystery (only the GM decides). Those in the path of The Wild Hunt may also be hurt or killed if they don't get out of the way in time. All non-sentient creatures, regardless of size or power will automatically flee in terror before it. Stampede!! The priest who opens this portal (which may only be once per solstice or equinox) has absolutely no control over what happens after he has done so. He may end up as the quarry (and they usually choose just one, harrying him the whole night through in a game of "foxes and hounds"). For obvious reasons this ritual is banned by most religious organizations. This terrible ritual needs but 6 weeks of study to properly learn, but beware its usage!

    Of Course, your milage may vary. Lots of fun for the party who does not display the proper amount of caution. I usually let the victim have a little bit of a head start. It's even more fun when the pantheon is unknown to the players.

    'Who shall we hunt tonight, m'lord?' --- I choose THIS one!

    I also routinely include in my games a set of scrolls which contain spells that non magicians can use, usually over the course of days, if not weeks. Of course, it depends on if they can read, pronouncing the the magic words of power correctly, etc. Most of the time nothing happens, due to too many errors. But every once in a while some does happen. No guarantee that the spell was for what you thought is was for. (Imagine trying to cast a transcription of a Chinese magic spell, knowing only English.) Enough problems to convince amateurs to leave such matters to real professionals.

    --
    "It is a greater offense to steal men's labor, than their clothes"
  89. The most perfectly appropos review I've ever read by Junior+J.+Junior+III · · Score: 2, Funny

    Synopsis: Seminal RPG company publishes sloppy book, hypercritical fan nit picks every last error and opportunity for improvement in the book in a review that's probably better informed than the source material, rather than seeing it for the obvious piece of crap that it is and walking away immediately without a second thought, like any sane person would do.

    If that's not D&D in a nutshell, I don't know what is. And that's why I love this game.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
  90. Gaming Documentary by Anonymous Coward · · Score: 1, Interesting

    This dude made a documentary about gaming. It might interest some of you.

    It's a small website.

    Please be merciful.

  91. The Monty Haul Campaigns by Anonymous Coward · · Score: 1

    I have some fond memories of D&D and the infamous summer campaigns when I was in grade school. However, the trouble with D&D is that many of the players do not fully appreciate the depth and breadth of the game and the opportunities for complex characterization and plot expositions before it becomes socially questionable to continue ones pursuit of the game. I am not saying that the game sessions were not fun, but they always seem to go something like this...

    DM: You see a group of wagons approaching along the road from the south. What do you want to do?

    Player 1: How long until the wagons reach our position?

    DM: You think that they will be upon you in a few minutes, maybe less.

    Player 2: Let's hide off to the side and ambush them when they come around the bend.

    Player 3: Yeah!

    DM: Alright...(rolling dice behind the screen) several minutes pass and the caravan is almost at the bend in the road. The caravan appears to be made up of nomadic plainsmen from the southern lands with some local hired mercenaries. The caravan halts just before the turn and the driver of the lead wagon is obviously suspicious. What do you do?

    (All at once...)

    Player 1: I roll to attack with my crossbow.

    Player 2: I cast magic missile and target the driver of the lead wagon.

    Player 3: I charge from behind the bushes, use my barbarian rage ability, and attack the mercenaries closest to the road.

    Younger players especially always want to shoot first and ask questions later, but the older and wiser players, at least those who still have the opportunity to play the game on a semi-regular basis, tend to resort to violence only very occasionally and the game can actually be more interesting because it is not a forgone conclusion that just about every encounter is going to end in some sort of combat. When DM runs the game in such a way that the correct response to every encounter is "I roll to attack..." or if the players respond that way anyway due to lack of maturity then the game gets real boring real fast. Anyway, these are just my recollections; perhaps other people have had different experiences.

  92. 30 years of D&D - Typos remind me of somebody. by Lee+Darrow · · Score: 0, Troll

    Looking at the typos, grammatical errors and the like in the book, I can only conclude that it was ghost written by George W. Bush! "It's for the embetterment of the Iraqi people!" - or roleplayers who want to know their own history. Or something like that... Lee Darrow, C.H.

  93. Wrong year. by Fussen · · Score: 1

    From what I know, true impressive recognition is not always encouraged for each anniversary. In North America, I know as a general rule of thumb that key recognitions happen on years I, V, X, XXV, L, C, M.

    So 30 is... yeah it is 3 full decades.. and I guess each decade is pretty spiffy. And I do love the number 3.. But I can see why this book may not be as -tight- as most would except summary literature to be.

    So no worries. 50 will be here eventually and I am sure there will be very memorable fanfare. Worthy fanfare.



    If nobody reads this. Then so be it.

  94. 30 Years of Prolonged Virginity by AndyChrist · · Score: 1

    'Nuff said.

    1. Re:30 Years of Prolonged Virginity by Tassach · · Score: 1
      Whaddya mean? I lost my virginity at AtlantiCon to a girl I met over a game of BattleTech.

      If you have halfway decent personal hygene, some tiny modicum of social skills and manners, and a small dose of courage, gaming/sci-fi cons are a veritable smorgasboard of available horny geek girls.

      --
      Why is it that the proponents of "one nation under God" are so eager to get rid of "liberty and justice for all"?
  95. d20s vs d8 and d10 by MadMoses · · Score: 1

    The "30" in this case is represented by two 8-sided dice -- clever enough but very difficult to read. And why 8s? Why not 20s? Wouldn't that make more sense if we were trying to be clever? (Ed. It's been pointed out since I wrote this that it's actually a d8 and a d10, though my opinion stands.)

    Why not 20s? I guess because d20s don't have a "0".

    --

    Do not be alarmed. This is only a test.
  96. And don't forget... by Morrisguy · · Score: 1

    Don't forget Star Munchkin, Munchkin Fu, and Munchkin Bites.

    And Munchkin Blender. Don't forget that...

    And Munchkin 2 and 3...

    And Star Munchkin 2...

    And Munchkin Fu 2...

    Come to think of it, this is starting to sound a lot like D&D!

    1. Re:And don't forget... by Kiryat+Malachi · · Score: 1

      Wait, they've released Munchkin 2 and 3, and Star Munchkin 2, and Munchkin Fu 2? I already had Munchkin Blender, but damn, this is tempting. Tempting.

      (Actually, considering SJ's history of releasing interminable numbers of sourcebooks, I'd pick on GURPS first.)

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
    2. Re:And don't forget... by Morrisguy · · Score: 1

      Well actualy, Munchkin Fu 2 is scheduled for a Janurary 2005 release, so you're gonna have to wait a while on that... But yeah, the game with a 700 card dungeon deck with epic level rules is pretty fun. (and the Blender rules say the deck will be to big...sheesh!)

    3. Re:And don't forget... by Kiryat+Malachi · · Score: 1

      Christ. With just Munchkin Fu and Bites, we already manage to have 3 hour games (BTW... a fun trick to remember, if you're Yakuza and have a wandering monster card - wait until something nasty hits someone, discard three to take the top monster off the pile (Mr. Nasty), and then wandering monster it back at them. We love to lawyer.)

      We haven't even touched epic yet. Frankly, we're afraid.

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
  97. huh? by Anonymous Coward · · Score: 0

    I don't know about you all, but the horrible artwork and graphical design inconsistencies are what D&D is all about. It kind of fits. Thats part of what endeared me to it throughout the years. The very first D&D set I bought, the book inside had pages which seemed to be several shades of muave(or was it purple...) horrible artwork etc...

    To me D&D was all about your imagination. Gary and Dave put all of this stuff together, basically by themselves as they invented the greatest gaming system ever. They weren't graphic designers or authors, they were purveyors of imagination and inventors of the gaming system which all other RPG's have grown out of and are measured by.

    To me they were and are gods; whether or not the tables seemed to line up together or the font changed a little from page to page in the books.

    The original AD&D manuals were very rough.

    Indeed, this review makes me want to go out and buy the book! It's exactly as it should be. I never needed a high brow representation of a chromatic dragon to see the scintillating colors, or feel it's breath. I didn't need a well printed book to imagine the stench of an ogre, or the hyena like laughter of a squad of orcs as they tortured a young girl, as we were sneaking up on them, to save the village maiden for a reward, and battle the orcs, then loot their stinking corpses.

    D&D isn't about satisfying art or book critics. It's about having a good time with some friends on an adventure inside of your imagination, in a nasty dungeon or dangerous wilderness.

    You don't need LOTR movies or similar quality books for that. D&D has never tried to be ny/hollywood. Thank god for that.

    D&D is like a sexy outfit on a hot woman, it should leave the best part to your imagination. You were looking for an explicit hustler centerfold.

    l8,
    AC

  98. Is that you JonKatz? by Anonymous Coward · · Score: 0

    Well is it?

  99. Re:The huge corporations don't care about creativi by crimson30 · · Score: 1

    Richard Garfield, the creator of M:TG and the EX-CEO of WOTC was an avid player of M:TG and was saddened and outraged when Hasbro decided to change his game.

    Source?

  100. It is a tribute ... to the original MM-II by Anonymous Coward · · Score: 0

    Does anyone else remember the extreme number of editorial, typesetting and typographical errors in the original Monster Manual II and Module S4: The Lost Carverns of Tsojcanth?

    This book came out at the very end of Gary Gygax's reign at TSR, and I always wondered if one event had anything to do with the other. Quality control fell apart during that year - things such as book bindings that failed shortly after purchase (DSG, WSG), more than 100 different editorial errors in MM2, and monsters listed as having 84+ Hit Dice in S4.

    Of course they missed one "tribute" to the game - they could have released this book in a 3 ring binder format, and made us assemble it, outselves. Then they could have released an expansion that used the new format, but did not align with the previous pages. Then they could have printed a few more things in the same format, but without bothering to punch holes or even make them stand-alone pages so we had to photocopy them, or cut them out of the module, ourselves.

    But I'm not a bitter fan-boy. Really.

  101. D&D Helping... by Flagg0204 · · Score: 1

    geeks not get laid since 1974 flame away...

  102. Call for help w/ Quiz!!! by Embedded+Geek · · Score: 1
    Since I posted the above plug, I've gotten several thousand hits on my site (thanks!). Many people have complained about the Intelligence portion, which only uses formal eduacation as a factor.

    I want to revise the Intelligence test and have put a request for new questions to add to the test on rec.games.frp.dnd. If you enjoyed the quiz, please go to Google at http://groups-beta.google.com/group/rec.games.frp. dnd/browse_thread/thread/a2bfeab938467790/a8525665 755040ff#a8525665755040ff and contribute ideas. I will be taking suggestions until December 24, 2004.

    Thanks again for the great response!

    --

    "Prepare for the worst - hope for the best."

  103. Re:It's a good thing this guy isn't really a teach by SithLordOfLanc · · Score: 0

    Many times, they are responsible.