Quo Vadis,
Dungeons & Dragons?
(ed. note: this editorial was written when I -
perhaps over-optimistically - thought that WotC might still "do
something" with older versions of D&D other than ignore them.)
I realize that a lot of
you might find this an odd Editorial this week; but bear with me. I
found out, recently, as many of you have that Wizards of the Coast no
longer produces "modules" or "adventures" for it's Dungeons and
Dragons game. While this is certainly their option*, I kind of have to
scratch my head at it and wonder a bit - thinking about modules puts
me in a nostalgic mode, so bear with me.
One can fault the various ownerships of TSR, Inc. for all of their
amazingly bad business decisions, from the Blumes putting dozens of
cars and high end office furniture before paying bills, to Lorraine
Williams' contempt for gamers and constant "dumping" of low grade
product into a bloated and sagging industry, but the one thing that
was constant and by and large good for the company was the adventure
module, alternately called "adventure" or "module".
I've got a stack of 'em sitting on my bookshelf in various states of
repair, some of them legendary, some of them infamous. Who can forget
their first tentative steps into the Caves of Chaos? Or the maddening
puzzles of Acecerak's Tomb of Horrors? How many people went
mano-a-mano against Lolth at the end of the G-D-Q series that
spanned two years publishing time and probably took characters from
first level to almost godlike status?
One of the last products released by TSR, Inc., was the Silver
Anniversary Boxed Set which contained the G and D modules, as well as
a few one-offs such as C2:White Plume Mountain. Additionally it
contained the "last" officially published 1st Edition AD&D module, L3:
Deep Dwarven Delve.
You see, this collection of greatness wasn't about a set of rulebooks
or various Dragon Magazine articles - it was modules. Stuff we all
remember and remember well. Many of my modules are used, and I love
them all the more for it (I'm not a collector - I'm a player). For
example, the hastily scribbled notes in my very worn out copy of C1:
Hidden Shrine of Tomachan shows that someone had a heck of a good time
running that one...
But now, from the offices of Hasbro - the company that effectively
destroyed MicroProse - an edict has come down that the adventure
module is nicht gehwer.
They've decided, one can presume, that the flock of companies
desperately clinging to d20 will pick up this end of the load and
carry it for them.
I'm sure the few d20 D&D fans who read my web-page may well go rabid
at my casting of aspersions onto Wizards of the Coast, but so be it.
From step one, they've failed to perform the mission Ryan Dancey
claims he was given; namely, to "save Dungeons and Dragons".
Oh, they created a new rule-set that had almost zero reverse
compatibility with the older rules, but beyond that there's been
little from the folks in Seattle to crow about. Chainmail? An abject
failure. Greyhawk support? Don't make me laugh. That was a sick joke
from the get-go. Apparently in the lexicon of Corporate America
grafted on to the RPG hobby, "support" means "leave it up to the fans"
- as if the fans hadn't been carrying Greyhawk for almost a decade!
Even Dragon magazine and it's sister, Dungeon, have gone the way of
the dodo. Oh, sure, a third party company publishes them now - much
like Greyhawk has support from WotC.
If Wizards of the Coast feels compelled to do little more than write
ever-so-useful tomes like The Book of Vile Darkness (a title apt in
more than one way, fellow grognards, I assure you) and issue major
rule revisions that smack of the very video-gameness I rant about
("3.5E"?!), then you can rest assured that they most certainly did
fail to save Dungeons & Dragons. Whether or not the younger crowd
knows, or even cares, Dungeons & Dragons used to be about modules.
Some of them were good, some were great, and some were awful. But at
the end of the day the hallmark of a good campaign often was how well
you were able to build it around a module. Because that's what modules
were. People who rant about the illogic of various encounters and
events in modules are the same who crow about the "greatness" of 3rd
Edition. Third Edition - d20 - Dungeons & Dragons has a rule for
virtually everything. Very little if anything requires fleshing out at
all. 1st and even 2nd edition modules required more than opening the
shrinkwrap - it took some work, even a little bit, on the part of the
Dungeon Master to make the modules fit into a campaign.
But neither Wizards of the Coast (nee Hasbro) nor the
inexperienced/insensate need worry about being sullied with
inconsequential modules any more.
They ain't there.
I wonder what else Wizards of the Coast has in store for the d20 D&D
crowd? Just selling CDs with text files and images for users perhaps?
You know - print them out and bind them yourselves.
If this is the saving of Dungeons & Dragons, I for one am quite happy
to have missed the lifeboat.
*The absolute
indisputable orders from on high.