The Making of a 1980s Dungeons & Dragons Module
An anonymous reader writes: Over at Medium, Jon Peterson (author of Playing at the World) has put up a new in-depth article covering the internal process at TSR that created Dungeons & Dragons modules in the 1980s. The adventures created at that time (by the likes of Tracy Hickman, then a staff designer) paved the way for many later computer role-playing games, and this piece shows how TSR work was pitched, storyboarded, proofed, edited and organized. With the positive reception of the new 5th edition of D&D and the attention paid to the fortieth anniversary of the game, the historical record behind modern gaming gets ever more important.
When we played, it was a far more social game than any of the electronic equivalents. A good dungeon master would let you try creative solutions for problems that weren't pre-programmed, sometimes throwing the game into entirely uncharted territory. More importantly, your team-mates were characters with personality, not just players with supporting stats.
How often does the thief in the party actually steal from team-mates in the electronic versions? Yet our team had a thief character who would do exactly that -- swipe anything that wasn't nailed down -- and sometimes use a crowbar if it was. :)
I do not fail; I succeed at finding out what does not work.
...so is blizzard going to bring on their first role playing game soon or something?
they made an ok nethack clone back in the day (18 years ago? or something) with a really neat rendered intro video but it wasn't much of a role playing game and then they made a virtual amusement park game with multiple players and rides that you needed 40 people to go through but I haven't heard of them producing a rpg yet..
world was created 5 seconds before this post as it is.
Giggygaxiddy.
systemd is Roko's Basilisk.
-- James Maliszewski, Grognardia.blogspot.com
Shutting down free speech with violence isn't fighting fascism. It IS fascism!
Not sacrifice, just the 40 year old kind?
Well that brings me to a fun story of how I got into D&D. I was trucked off by my parents to Florida one summer to stay with a relative for a few weeks. Lucky me there was a hobby store nearby and I had stashed a jar of quarters that had been untapped all year. After looking around for a few hours (what else was there to do in Florida when you're 14?), I found the D&D books, they were already second edition but something about them intrigued me. They were way beyond the scope of playing a video game (we're talking monochromatic consoles/handhelds back then), but they offered so much wealth in terms of creation and exploration. I made the decision to buy a kit complete with DM Guide, Monster Manual and a few starter adventures. I went to the register to inquire if my terms could be met.
I asked the nice lady behind the counter "Can I pay with all quarters (in my New York accent which I didn't know until that day that I had one)" To which the lady replied "What are kawters?". I hadn't brought any with me, so it took me a few minutes to explain that 25% of a dollar was a coin that had a $0.25 value. When she finally got it she said "Oh you mean Kwat-ers." I came back the next day and paid with my Kwa-ters, laughing the whole way. It's one of those things you never forget, and part of it was because it was about D&D, a game that literally helped saved the bored skull of a preteen.
In the end, I actually became friends with someone I never got along with previously, simply because we wound up at a rather raucous D&D game together. Still best friends decades later.
When the foot seeks the place of the head, the line is crossed. Know your place. Keep your place. Be a shoe.
D&D 5e brings back a lot of the crap I didn't like from 3.x, ignores positive changes made to the game in 4e (powers, tactical battle with miniatures, skill challenges) and introduces a couple of new things: higher prices for books, missing information on how to handle certain situations (for instance: poison), and advantage/disadvantage. All summed up, it's got me saying "meh". The fact that the core rulebooks cost $50 each instead of $20-$30 makes them out of the price range of what 12 year-olds can afford (the age when I started playing AD&D). It seems to me that WotC really fucked up this release, not having the PHB, DMG, and MM ready at the same time. Yes the new books are gorgeous, but have you ever had to use them for building a character or referencing information mid-game? I give it a C.
Remember kids, if you're not paying for the service, YOU ARE THE PRODUCT THAT IS BEING SOLD.
It works (tm). Sure, the books are poorly organized and not every situation is covered, but that is a strength, not a weakness. If some player decides to do something, you evaluate the chances using your head (remember that?) and roll the dice.
The Giants series is fun. Players are currently at the bottom of the Hall of the Fire Giant King killing trolls after routing the Drow. Soon, they will be heading into the (later titled) Underdark...searching for the Vault of the Drow. Homemade modules are still the best, though. Underneath Nulb, that nasty town where the Temple of Elemental Evil is located, a whole series of dungeons exists in my world. Its most powerful inhabitant is the lich Gehirn, who asks riddles - trading your life for his magical goodies.
A popular religion in the area is the worship of Goatse. The holy symbol is two hands clutching a ring. I believe that worship is popular here, too.
Anyway, anything that can keep adults in their 30s and 40s occupied once every two weeks and having fun is a good thing. Who needs 5e?
HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.