Saturday, June 27, 2009

Michael Jackson and Other Sacrifices to the Cult of Celebrity

I'm not going to sit here and claim to be a fan of Michael Jackson, unlike so many other people who have come out of the wookwork since yesterday to express their grief. I'll be honest with myself, and with you. I didn't like him. I admit that I liked Thriller when I was in Middle School, before I started to cultivate a more mature taste in music, but at some point I came to the realization that pop music was a lot like eating empty colories: pleasant for a short time, but ultimately not good for me. But I'm not interested in talking about my dislike for the man's music. Instead, I want to talk about my dislike for the American cult of celebrity.

If you were to talk to these people who are now flooding the stores to buy up all of Jackson's music, or sitting around on sidewalks in small groups singing 'Billie Jean,' how many of these people would have actually been excited about the man if you had talked to them a week ago? Over the last ten years or so, I've heard a lot more people use the terms 'has-been', 'pedophile', or 'wacko-Jacko' to describe him. In fact, what was the last single he released? I certainly don't know because I can only barely remember the last time I heard about him when the media wasn't busy ripping him to shreds.

Not that he didn't bring some of it upon himself. I honestly don't know if he was actually a pedophile or just a strange man who was using children to capture his own lost youth, but just about anyone will agree that inviting young boys to come sleep in your bed isn't a wise thing for an adult to do. Then there's the fact that he kept a zoo at his house, slept in a glass cage, chose odd names for his kids, and hid them behind veils. To say he was eccentric would be an understatement.

Regardless of his weirdness, who are all these people mourning him right now? Why didn't we ever hear people defending him or expressing appreciation during the last fifteen years of his life? And why are all of these television personalities exulting his greatness when a few days ago they were looking for any dirt they could find on him so that they could take it to the public? I'm not going to say that he'd still be alive if the media had just left him alone, but I will say that he had to have felt like he was under a lot of pressure and under appreciated towards the end. Another question - if all these people who are rushing out now to buy his back catalog had done so earlier, would he have been buried in debt?

The truth of the matter is that a good, happy, well adjusted celebrity is boring to the public, and the media leeches don't have a story unless they can tear someone down. So that's what they do. They tear people down, hold them up for public ridicule, harass them as they get out of cars and walk down the streets, and otherwise make it seem as though they're living in a fishbowl. I don't know about the rest of you, but I wouldn't want people following me around and catching every moment I spend away from my house on video to be played back for a bunch of celebrity obsessed morons.

And that brings me to the real culprit. Shows like TMZ wouldn't operate in such an exploitative manner if there wasn't a large audience for such things. People are obsessed with the lives of famous people for some reason. If the people weren't buying, the tabloids wouldn't be selling. Maybe without the constant media pressure there would be fewer celebrities doing themselves in with prescription pain killers. Or maybe some people are just naturally self destructive and they still would. The bottom line though, is that these are human beings, just like the rest of us. They act, or they sing, or they dance, or they just have all the money in the world. That's it. They're also prone to the same vices, weaknesses, and bad behavior as the rest of us. Is it fair to put someone on a pedestal and then intentionally knock it out from under them for all the world to watch?

Like I said, I'm not a fan of Michael Jackson. I didn't buy his records, I avoided watching coverage of him on TV, and I tried to keep my mind occupied with things that actually matter, like the war in Iraq or the unethical corporate decisions that led to the economic meltdown. Nevertheless, even I, someone who actively avoided Michale Jackson, couldn't escape knowledge about him because coverage of him was so utterly pervasive. I couldn't help but absorb everything about him every time I went to the grocery store or turned on the news.

The cult of celebrity allows us to make gods out of men by promoting them to the status of "cultural icon'. We hold them to impossible standards, and then we have to make a big deal out of it when they prove unable to hold with those standards. Once we've finished sacrificing their virtue, honor, and goodness in the eyes of the public, they themselves all too often offer themselves up as bloody sacrifices for the public, which then celebrates them as martyrs. One of the sad truths of our culture is that we rarely allow ourselves to truly appreciate any artist until they're dead.

We're are a society of mean spirited salacious idol worshiping hypocrites. The pressure that we exert continually drives our best and brightest to their early graves. Why do we bother crying over the deaths of people like Michael Jackson, Anna Nicole Smith, Heath Ledger, and so many others when it was our prying interest in their personal lives that compounded their existing problems? Shouldn't we be happy that they finally reached the final conclusion that we steered them towards? Hey America, don't you think that maybe it's time to turn off the TV and stop buying those rags by the checkout counter? Aren't we supposed to be the country that sets the ethical standards for the rest of the world?

Saturday, January 17, 2009

A Humbling Look Back

Sometimes it's good to look at my early stuff just to see that there has been improvement. In my case (at least in my own humble opinion), the improvement is noticeable and monumental. Before I really got started writing for D&D, I was like a lot of other people in that writing was something I had wanted to do for a very long time, but I didn't keep in practice and I didn't take advantage of the opportunities that were available to submit material to various publications. Even though I wanted to be a writer, I wasn't persistent in my pursuit of success, and I'm really not even sure I was particularly good at it.

Back around August of 2000, when 3rd edition D&D was brand new, I submitted the following proposal for a Dungeon magazine adventure. At the time Chris Perkins was the editor in Chief, and he had shot down every adventure proposal I had sent him prior to this. As luck would have it, this one was not accepted, but he did give me the opportunity to resubmit after making some changes. In looking back on it now, the writing style was awkward and the adventure needed a little more something to make it more interesting. That said, it wasn't a total waste. I could probably rework it now, remove the items that are strictly Wizards IP, get rid of the elements that contribute nothing to the adventure, fix the writing and actually have an adventure that might be kind of cool.

Once I started getting some professional writing gigs, things never really slowed down, and this proposal was lost in the pile. So, for your amusement and mine, here's the unedited proposal for a Dungeon adventure that I never wrote. Don't feel bad if you find it gagworthy, I do too.

The working title of this adventure would be “Conflagration in spring.” It is for 4-6 characters levels 7-9 or 48 total levels. It will be helpful but not necessary for one of the party members to be a ranger. At the center of this adventure is a unique monster, magically created, called a flamespawn. Though similar in appearance to a deepspawn, except made of magma, it has a completely different host of abilities. The creature’s primary ability is to enchant other creatures. Creatures enchanted are converted to evil while under the influence (5 miles) of the flamespawn and given a low-grade breath weapon of fire (1d10 points of damage at will unlimited times per day). These creatures are not under the direct control of the flamespawn, but wander around as agents of chaos. The only creature the flamespawn is able to produce (like the deepspawn) are Burning man golems (from Monstrous Compendium Annual Vol. 2) at a rate of 1 every week. Instead of mouths and eyes attached to the creature it has tentacles of fire. Instead of being a genius its intelligence is merely 8.

The flamespawn was originally contained in a pit in the first layer of Baator (this part can be easily modified if it doesn’t fit with 3rd edition). The creature that created this was a devil of greater power who intended to use this as a weapon of chaos against cold-based demons in the Blood Wars. The author is aware of the fact that Baatezu are lawful, yet this is a weapon designed more to randomly hit less fortified areas of Baator. It was released into the forest here on the prime material plane through a series of events: A party was adventuring through Baator on an unrelated quest. They killed the fiend that kept this monster, but did not encounter the flamespawn itself. They did pick up a scroll, which they had yet to identify. The scroll was designed to be used by lesser Baatezu on missions in the Blood War, and therefore was not difficult to read. The party returned to the prime material plane and was on their way to the next major city to learn more about it when they were unknowingly pick pocketed by a killmoulis (Brownie). The killmoulis was curious and not nearly cautious enough when he read the scroll releasing the flamespawn.

The adventure begins in early spring (or late winter depending on when it would be the easiest for the DM to place it into their campaign) in a forest when the party comes across a group of druids who have just finished fighting off a fire. There is a ½ acre area of burned trees with a stag lying dead at the center of it. The area is still smoking and the druids look extremely weary. The party will undoubtedly stop to ask them what happened here, and the druids will explain to them that they have been fighting more and more unseasonable small fires in this forest for the past month. Worse yet, many of the animals have seemed to be possessed. They’ve been breathing fire at the druids and starting blazes like the one they just finished putting out. So far they’ve been able to contain the blazes but they’ve been increasing in frequency. They have no idea what is causing this, and they will ask for the party’s help in this matter. The only clue they will have in this matter is the location of a killmoulis burrow not far away. Normally they don’t think much of the killmoulis, but recently it seems to have been abandoned.

The killmoulis burrows have in fact been abandoned, as the party will discover upon investigating it. Unfortunately there will also be 2 burning man golems protecting this area. Also present will be 2 possessed cave bears. Since this was the emerging point of the flamespawn, it returns here often. The party will have to defend themselves against the golems and the bears. After clearing the area the party will find a used scroll. A faint trace of ash leaves faint marks where the letters once were (the scroll used to summon the flamespawn). On the outskirts of the area they will find a killmoulis that has been hiding since its village was rampaged by the flamespawn. It will tell them the story of how a big round thing made of fire appeared in their midst and started attacking them. Most were able to escape, but not all.

There will be a very faint trail of ash left by the flamespawn that has been undetectable to the druids. The party can use to track it back to its current lair provided that they either have a ranger present or have other similar tracking skills. There will be several other encounters planned with possessed animals, and a couple possessed monsters along the way. They will also encounter a newly set fire close to the path. The druids have not yet shown up to battle the blaze, so it will be up to the party to stop this one. They can put it out any number of ways – this would be expanded upon in the body of the text.

Upon nearing the lair of the flamespawn they will have a chance of seeing a killmoulis that has been possessed. If it is not stopped it will run into the lair alerting the flamespawn that there are people coming. The lair itself is a small series of caves that belongs to a tribe of orcs. In their present state they should be treated as red neo-orogs (Monstrous compendium annual 3) with the additional breath weapon mentioned above. There will be 23 of these in the lair along with 2 more of the Burning man Golems. The party will have to fight their way through these to get to the flamespawn.

Once the party reaches the chamber with the flamespawn, it will be protected by 1 Burning man Golem, and 5 neo-orogs. The flamespawn will try to possess the members of the party. This should be a pretty tough battle for characters of this level. This will need to be play tested to fine-tune the exact number of monsters in this area prior to publication. Upon the death of the flamespawn, the enchanted creatures and any affected orcs will be released from their enchantment. Life in the forest will return to normal, and the PC’s will have the gratitude of the druids, who will thankfully be able to get back to tending the forest. The party will be rewarded with an offering by the druids of 5000 gp.

Thursday, January 15, 2009

Truth is an Onion

The truth that we are fed is nothing but the surface. The explanations we are offered are little more than simplifications, as a father would offer a young child so that he can get them to stop asking so many questions. Truth is layers: history that dates back years, centuries, and millennia. Truth is complexity; unintended slights, shameful acts, misdeeds, noble sacrifices. The problem with truth is that the more you want to understand it, the more layers you must peel back to find it, and the more you find, the more issues you uncover, which themselves must be peeled back until you reach a point where there is no longer any information to find, or the truth challenges the version of the truth that you have come to accept.

Here are a few inconvenient truths that have become clear to me:

* The reformation, which was built on Greek ideals, would not have been possible if Islamic scholars had not saved Greek texts by translating them while Europe was in the dark ages. In a very real sense, the foundation of our current "enlightened" culture owes an enormous debt of gratitude to the very people we war against on the other side of the world.

* The term "Islamofacsists," which the Bush administration coined to refer to Al Qaida, Hamas, and the Taliban really doesn't mean a thing since those groups have very little in common. Rather than refer to Al Qaida as fascists, they should call them what they reall are: anarchists.

* A war of ancient grudges, and by-gone political decisions made by people who were never affected by the results of their actions mean very little to the innocent boys and girls who are being inhumanly murdered by the hundreds by bombs and missiles.

* What happens over there affects us over here. Despite our differences, we all share a common thread of humanity. Attempts to dehumanize the "other" so that we can kill them, occupy their lands, exploit their resources, and seek to replace their culture with our own ultimately serve to dehumanize ourselves.

Truth is an onion, and unfortunately the more layers you peel back, the more it stinks. Next Tuesday a potentially great man will be taking office in this country. It is my belief that he understands the complexity surrounding the issues that have led to such suffering and he will take the necessary actions to restore a sense of humanity to our dealings with other people in far off places. We must restore our moral compass and act in accordance with our conscience instead of blatant self interest.

Sunday, January 11, 2009

Reactions to 4E

About a month ago, Ryan asked me the following question:
How do you feel the dumbing down of D&D? I know you blogged on this earlier but thats what it seems like to me. In comparing 3.5 and 4.0 what I've seen is a change towards "user friendliness" that in reality seems to change alot of what appealed to core fans inorder to appeal to a broader base. I found this frustrating but do you think theres a connection between the alienation of the base and the indifference of other markets that are being sought after?

I felt that this is something that deserves its own blog entry because it's kind of a complicated question.

The first issue is whether 4E is a "dumbing down" of D&D. To that I would agree that character customization is certainly different than 3rd edition. Your combat abilities now have more to do with rigid class powers than they have to do with your choice of feats and other decisions you make as you level. I don't consider that so much dumbed down as drastically changed. If that happens to be easier, then whatever gain there is in terms of ease of use is complicated by all of the combat conditions that are placed on characters.Marking opponents, causing them to fall, get pushed, and other conditions end up adding a lot of complication that you used to have to select by performing certain combat actions, or casting certain spells. I'm not going to blow smoke by saying that I like 4E, but I don't think that calling it dumbed down is exactly accurate. I also think that the new approach makes combat more repetetive than what we saw before, and that's not something I particularly like.

The second part of the question - "do you think theres a connection between the alienation of the base and the indifference of other markets that are being sought after?" is more in line with my own criticisms. The things the old guard aren't happy with include the way that powers have become the all important character decisions where combat is concerned, the jettisoning of simulationist mechanics that dealt with things other than combat, the loss of the Vancian magic system, and the shortcomings of the three core books. Is it true that there are poeple who didn't like Vancian magic? Sure. I'm not one of them, but they're out there. Are there people who would rather play a tactical miniatures game? Definitely, and those people seem to be pretty happy with 4E. Are there people who like the ease of use of powers, as opposed to having to use feats and special combat actions? Absolutely. However, some of these systems dated back to the original Dungeons and Dragons game, and for those that didn't they were definitely parts of third edition that people enjoyed.

That begs the question, why would you make such drastic changes? My opinion is that it was done to appeal to a younger audience that might be more familiar with video games than D&D. I believe that 4th edition serves its purpose as a player acquisition product. The main problem that I see with it is that those who have been playing the game for upwards of 30 years see this new version as something other than D&D. I'm in that crowd myself. I feel that what we were handed wasn't so much a new version of D&D as it is a brand new game that happens to bear some resemblance to the D&D we all know and love.

And I agree with Ryan that there is an indifference in the other markets among players that are being sought after. World of Warcraft is huge, so they decided to make many of the mechanics operate more like what you would expect to find in an MMO in an attempt to entice those players to play D&D. The problem is that the vast majority of those players are perfectly satisfied rolelpaying on their computer monitors with people who probably don't live nearby. If this is what they know and enjoy, what is there to motivate them to play a game on a tabletop that simulates the experience that they get, quite vividly, on the computer? They're different games, different experiences, and I think it foolish to try to suck players from one to the other by making one more like the other.

So what of the players who have been with the game for decades? 4E is such a departure from the previous edition that it's a tough sell. Some will embrace it, but a lot won't. That only serves to fracture the existing customer base. If polls at places like ENWorld are to be believed, only about 25% of the existing player base is actually playing 4E. The more telling statistic in this poll is that roughly 31% of the total number of respondents have tried 4E and stuck with 3E. Add that to the 27% that refuse to try it anf it send a clear message: if the D&D brand is a train, people seem to be getting off in record numbers. What this poll doesn't address is whether or not 4E is working as an acquisition product. ENWorld is known as a site composed primarily of older gamers and professionals in the field. Are there newer gamers that we just don't know about? WotC had better hope so.

So for those of us who don't want to play the new game they've given us, we have a few options. We can stick with 3.5; many people are doing exactly that. The problem of course is that they aren't making anything new for it. Sure, there's enough stuff between WotC and other 3rd party publishers to keep people busy gaming for the rest of their lives, but a lot of people like to collect this stuff andaccumulate more. I'm guilty of that. So if you don't like the new game, and if you feel that 3.5 could use some improvement, primarily in the areas of high level play, certain combat actions, and other subsystems, then there's Pathfinder and a few other D20 based systems out there.

I'm personally pretty firmly in the Pathfinder camp. Sure, the beta has yet to address the difficulty of high level play, but I think that the final version will since they've listed that as one of the game's design goals.

Second, what I have played works rather well. The core classes are balanced with 3rd edition prestige classes as well as some of the later core classes. What this does is make it so that you can run a good character without having to take multiple prestige classes or multi-class into a bunch of other core classes. You can also incorporate WotC's prestige classes and core classes from later books without worrying about unbalancing the party. I'm cool with that.

Third, the guys over there at Paizo are some of the friendliest, coolest people in the industry. I have nothing but respect for Jason Bulhman, Erik Mona, James Jacobs, Wesley Schneider, and Sean K. Reynolds.

Fourth, the involvement of Monte Cook and other people who could be considered "Old school TSR," such as Jeff Grubb, Sean K. Reynolds, JD Wiker, and authors like Elaine Cunningham. Monte Cook was one of the three brains behind 3rd edition, and he's acting in the capacity of advisor to Jason Bulhman, the guy who's actually designing the Pathfinder RPG. Who better to help guide you along the way than one of the guys who was responsible for making 3rd edition the smashing success that it was? Who better to contribute to the line than experienced designers who were there at the launch of third edition? Someone put it best when they said that Pathfinder is the spiritual successor to D&D, and I completely agree with that statement.

Finally, I'm biased because they're letting me in on some of the fun. Pathfinder #16 had my first contribution to the Pathfinder line, an article that I wrote about the Drow of Golarion. Also, I wrote a full length adventure that will appear in Pathfinder #23, and I have a pretty good feeling about my prospects of continuing to work with them in the future.

In the final analysis, I doubt that Pathfinder will be able to capture all of the people who are deserting D&D, but I do think that it will capture enough of them to do well for itself. For those of us who want the next version of D&D to be look and feel like the D&D we've always known, Pathfinder is the real deal and I wholeheartedly recommend it to anyone who will listen.

You can download the Pathfinder beta-test rules for free from Paizo's website at www.paizo.com

Thursday, December 4, 2008

Comic Life Blog - Becoming A Parent

I was going to post my revised Rogerian paper until Paul mentioned in class that we can do this blog on Comic Life during class, so I decided to go that route instead. The reason, frankly, is that I feel that the Comic Life assignment needs more thought put into it than I have thus far, and I can get the paper revised at any time between now and the day we turn in the portfolio.

The point behind Comic Life is to have fun while demonstrating the learning of a literacy, and I can't think of any literacy I've had to learn that is more demanding and with less room for error than parenthood. So I believe that this needs to be five comic book pages long, and I'll be using South Park characters due to the fact that there's a nice, easy to use generator. So here's what I have in mind for my Comic Life:

Page 1: Becoming a parent.
Parenthood became real to me in the operating room where my wife was having her first C-section. She was on the table while I had a hospital gown, mask, and cap on. I was fine as the surgery started, but I knew when they started cutting. I was doing fine until they suctioned out a bunch of amniotic fluid mixed with a healthy amount of blood, and of course I looked over at the container as it collected the fluids. I rapidly turned green, felt the need to vomit, and had to be led out of the room. Had I not, my wife would have either ended up wearing the contents of my stomach on her face, or I would have fainted. I'm not sure which.

Page 2: Sleep Deprivation and Poop
I took the night shift manning phones while my wife worked retail during the day. This means that for the first six months of my child's life, I was literally existing on three hours of sleep per day. I'd get off work at 5:00 AM, arrive home around 6:00 AM, and then watch my little girl until about 7:00 PM when my wife arrived home. During that time I was responsible for feeding the child, keeping her occupied, and changing diapers. Oh yeah, all the while I was also writing gaming material for a variety of publishers. When I look back on it now, I often wonder how I managed to survive the sleep deprivation. Then there was the never ending chore of changing foul smelling diapers. Now that I've had a few kids, I swear I've had to personally deal with a medium sized mountain worth of poop. Sadly, I'm still not done with it, as my youngest is two and a half years old.

Page 3: Eating Out
My wife and I used to have more money than we do today. In fact, eating at the Outback Steakhouse was a weekly ritual for us. So was eating at Red Robin, and then we'd usually eat at Denny's. the Olive Garden, or one of the other mid-tier fast food joints on the west side.... At least until the first child came along. As a baby, every time we tried to go somewhere to eat, she would start crying and would become inconsolable. Even when we came prepared with a bottle, a change of diapers, and used a rocking car seat, she simply refused to allow us to eat in peace. Eventually we were forced to give up eating because we were afraid that the other patrons would murder us.

Page 4: Children's Programming
One of the things nobody bothered to explain to me before I became a parent was that once you have a kid, your TV is no longer your own. Prior to parenthood, my TV spent a lot of time being tuned to some ctuff I really enjoyed, like Babylon 5, the X-Files, Star Trek, Penn and Teller, etc. After parenthood, my TV was absolutely dominated by The Wiggles, Dora the Explorer, and other shows that I'm currently doing my best to force out of my head. To this day, I really have no tolerance for those shows even though its all my kids want to watch. And of course on those occasions when I simply overrule them and watch something I want to watch, they're loud and obnoxious, refusing to allow me to concentrate.

Page 5: Being a Parent is Being a Teacher
Before my oldest went into kindergarden, I wanted to make sure that she would be one of the smart ones. With that in mind, when she was about four and a half years old, I grabbed a bunch of coins and sat her down to learn basic math. Sure, it was really basic math, but I showed her that if you count one group of coins and added them to another group of counted coins, you would end up with a larger group of coins. I think it took about a week of trying to get her to understand, but before too long I could ask her simple questions, like "What is four plus three" and I would get the ever accurate answer of seven. I also taught her how to subtract while I was at it, and as a result, she has always been way ahead of her class in math. She won't be starting multiplication in school until next year, but she already understands how and why it works, and she's working on memorizing her multiplication tables. Not only is she well ahead in that area, but she's also above average in reading and all other areas. Being a boog teacher at home means that she is a good student at school, which ultimately leads to a happier more socially adjusted child, and seeing that makes pages one through four worthwhile.

Wednesday, December 3, 2008

Regarding the WotC Layoffs

Rather than express my own anger towards a company that would summarily dismiss established vital talent like Julia Martin, Jonathan Tweet, and Dave Noonan, among others, I'm going to quote Monte Cook's ENWorld post today instead (in response to a post by Kevin Culp):

While I appreciate the good intent, I'm not sure how one might credit layoffs with the creation of Malhavoc Press. Neither Sue nor I were laid off, nor was our first major freelancer (Bruce Cordell). I suppose later on we used the talents of Sean Reynolds and Skip Williams, but we'd been around for a while at that point. I suppose you could say that some of the layoffs were indicative of the kinds of large changes that occurred at WotC which convinced me it was no longer a place I wanted to work at.

Not that I have any illusions about what would have happened had I stayed. I've no doubt that I would have been laid off. From a larger perspective than just yesterday, it's become clear that WotC's become a company that not only doesn't value experience, it avoids it. (And looks at least somewhat disdainfully, rather than fondly, upon its own past.) You have to stretch your definition of "old guard" to even apply to anyone there anymore. (This is likely a bottom line issue, since the longer you stay, the more you get paid.) When I was there, I worked among people like Skip Williams and Jeff Grubb--with that kind of perspective at hand, I was always the new guy. Which was fine by me. I had much to learn and always appreciated the perspective they could provide. Now, most of the people working on D&D weren't even there when I was there. That's how much turnover and change there's been. There's a real danger of losing continuity with these kinds of layoffs. Dangers involving making old mistakes and not remembering what was learned in old lessons.

It's a foolish and shortsighted management that lets people like Jonathan, Julia, and Dave go. Foolish. And a cold-hearted one that does it at Christmas. But this is not new outrage, it's old, tired outrage. This is the company that laid off Skip, and Jeff, and Sean, and other people of extraordinary talent and experience. It's par for the recent course.

Before I end this bitter ramble, let me just add that it's hard not to laugh at the shocking and perhaps pitiable ineptitude of a company that makes role playing games that would lay off Jonathan Tweet, very likely the best rpg designer, well, period.

I wish all of them the best, and have not a shred of doubt that they'll all go on to do bigger and better things.
Since my thoughts are less diplomatic, I'll just hold on to them. If we meet at a con, buy me a drink and you might be able to coax a rant out of me.

Monday, December 1, 2008

Where I See Tabletop Gaming Headed

The tabletop roleplaying game industry is dying.

Or so I've heard....

I started hearing this in the summer of 2003 when Wizards of the Coast released D&D edition 3.5. Immediately the sales of all of the companies publishing under the OGL dropped down to unforeseen low levels. In truth, I had been in the industry for a full three years at that time and though I was insulated from the bloodshed because I worked for Wizards of the Coast at the time, I could see the bloodbath as it was occurring. Prior to 2003, the companies that were doing rather well publishing under the OGL included Bastion Press, Mystic Eye Games, Atlas Games, Fantasy Flight Games, and Alderac Entertainment Group, among others. What do all of those companies have in common? They all either no longer exist or they are no longer publishing material that is compatible with D&D.

Coincidentally, at the same time 3.5 was launching, there was another little game that was also in its infancy: World of Warcraft. Maybe you've heard of it. I know, you're thinking that I'm going to blame the decline of D&D on MMOs, as is the typical interpretation of things these days. I mean WoW is making gazillions of dollars, so surely they're stealing all the D&D customers away, right?

Not so fast. By the time WoW was released, the MMO had existed for the better part of a decade. There was Ultima Online, and Everquest, and Asheron's Call, among others. Everquest had even been particularly successful. Yes, World of Warcraft is certainly an unprecedented success, but when I put my head down in the trenches to actually talk to people at the conventions and the local game stores, and the messageboards, what I heard wasn't that online gaming was stealing them away from tabletop gaming. Instead, what I heard was that 3.5 came out way too soon on the heels of 3.0. Many people were still playing 3.0 and refused to give WotC the money for the upgrade. Now personally, I'm in the camp that really likes 3.5 and did consider it a better value than 3.0, but as long as people were able to kill make believe monsters and take their make believe treasure, they didn't particularly need an upgraded set of the very same rules.

So the last five years have been pretty lean. We've seen a bunch of companies go out of business, we've seen fewer products released, we've seen fewer gaming companies start to replace the ones that go down, and we've seen a new edition of D&D released, and from the reports I've heard, fail to impress a good percentage of the audience. The D&D brand is certainly weaker now than it has been since probably the late '90s, but I'm not actually interested in talking about the past; I'm more interested in speculating about the future.

I used to bemoan the fact that when you went up to people and talked about an RPG other than D&D, people would either give you a blank stare and ask what the hell you were talking about, or people would make the same face they make after taking something foul into their mouth, like sour milk, and automatically associate it with a lack of quality. And the truth is that when the D20 products first started hitting the helves, there was a bit of hit and miss. Some products were absolutely stellar, while others were marred by bad editing, bad layout, and bad game mechanics. There is one adventure module on my shelf that I keep as a monument to bird turds because they managed to do everything wrong on the list. But again, I'm allowing myself to be dragged into the past when the point is that what I feel we're really seeing is a widening of the RPG base. In other words, there have been enough excellent third party products over the last several years that people have finally gained confidence in it.

Now the fact of the matter is that most products bearing the d20 logo did die a death. However, when publishers stopped making d20 compatible material, they started making new games that were based on the d20 system and published under the Open Gaming License. The Babylon 5 RPG, Arcana Evolved, Iron Heroes, Castles and Crusades... Oh crap, I'm talking about the past again. Well screw it, you can't get to the future without first covering where you've been. So when WotC decided that it was time to release a new version of the game, there were a lot of players who were still playing a version of 3rd edition and weren't ready for it to go yet. Then there were those who were sick of this "evolved" version of D&D and just wanted to play the game like it was originally published, and then there were those who wanted some uniquely customized version of the game to fit their idea of a cool setting, or a specific feel. For instance, some people wanted a game that was dark and gritty instead of high fantasy, others wanted magic to be handled differently. The beauty of the OGL was that they could get what they wanted, it would still be D&D because it was based on the same original mechanics.

What's more is that a lot of these games have extremely high production values. Some, like Green Ronin, mainly produce black and white books, but those black and white books are done extremely well. Then you have others that are publishing their games in full color, again, with production values that rival or surpass WotCs'. An example of that is Paizo Publishing, which was originally created to continue producing Dragon and Dungeon magazines after WotC decided to give them the axe, but has since positioned themselves as the AMD to WotCs Intel. Their Pathfinder products are full color, their production values, writing, art, and cartography are as good or better than WotCs' in every area, and they're continuing forward with the Pathfinder RPG, which is the next evolution of the D&D 3.5 system. And there are other games that are also taking the D20 system and running with it, such as Modern20 and True20. Spycraft 2.o is another full color book that is essentially based on Modern, but makes signifficant changes to the game. Then there are the retro-clones, which are picking up steam, and new or revived systems that are gaining gaining ground, such as Savage Worlds, Cortex, Traveler, Runequest. Heck, even Star Frontiers is seeing an online revival and currently has "digitally remastered" versions of the original core books posted online as well as a new online periodical called the Frontiersman.

The wonderful thing is that people all over the place are actually playing these games!

In my mind, this isn't a rejection of D&D 4th edition as much as it is the fact that people have finally realized that they have options! Lots of them!

On top of that, the expansion of the PDF market and the rise of printing on demand through companies like Lulu.com means that there are a lot more companies in the business, a lot more games being made, and getting your stuff out to your customers isn't nearly as hard as it once was. In other words, the new configuration of the print industry is adding to the choices people have.

Personally, I've always been comfortable with the basic D&D and Advanced D&D schism. While WotC is offering 4th edition, which tries unsuccessfully to be all things to all people, I'm finding that Castles and Crusades functions well as the new "Basic" and Pathfinder functions as the new "Advanced." I can play Pathfinder with my 35 year-old gaming buddies who have come to like this level of complexity in their RPGs while I can bust out the C&C and play with my wife and daughter.

So what I'm getting at is that while D&D maintains a player base that many companies would die for (even while it is undoubtedly disappointing the bean counters at Hasbro), the rest of the players are going to the other publishers who have long struggled in the shadow of D&D. Many people say that the golden age of gaming was back in the '80s, others say that it was just after the advent of the OGL, when suddenly everyone could make a game compatible with the best known roleplaying game in the world. I say the golden age of gaming is right here, right now.

I say this because your choices as a gamer are nearly unlimited. People like me, who used to dream of being a published game designer, can make that dream comne true, assuming that you happen to be competent at writing and game design and have some good ideas. You can do it by either hitching your cart to an existing publisher or, if you have the technical know-how and the connections to get the art done - do it yourself.

The future of tabletop gaming is no longer in the hands of those who have had it in the past, but rather, it's now in the hands of the community that supports it, both through choice and through small time publishers. This is an industry where the little guy is getting noticed and after a while, isn't so little anymore.

This is the golden age of roleplaying. Game on!