Dungeons & Dragons Does Not Exist: Meditations on Brand Dilution

Chainsaw Mage

First Post
If you were to invite me over to your house for an evening of Monopoly, I would have a pretty good idea of what you meant and what I could expect. After all, the game is virtually unchanged since the Great Depression. Granted, there are variant themes—Star Wars Monopoly, Simpsons Monopoly, Canada Monopoly, NFL Football Monopoly, Insert-Your-Local-City-Here Monopoly—and variant rule sets (I fondly recall playing Monopoly City with my daughter last summer and building sewage treatment plants on her properties to devalue them). Yet these variants are all so similar to the original game that there is little, if any, new knowledge or instruction necessary to play. This seems pretty standard stuff in the world of board games; as Bob Herzog of KoDT so wisely opined, “What’s wrong with picking a set of rules and stickin’ with it? It’s worked for chess for like five hundred frickin’ years, hasn’t it?”

(I know that even as some of you read those words you are about to press REPLY and point out that chess has in fact had significant rule changes since its inception. Take it up with Bob Herzog. My response would be that when a game’s life is measured in centuries rather than decades some rule changes are permitted.)

Getting back to you inviting me over, suppose that you told me we were going to play Dungeons & Dragons. You know what? I quite literally would not know what you meant.

My mind would race through the myriad possibilities: three book OD&D? AD&D 1e? AD&D 2e without PO? With PO? Mentzer boxed set D&D? Moldvay/Cook B/X D&D? D&D 3.0? 3.5? 4e? Essentials? Perhaps one of the numerous tribute/variant rule sets, such as Labyrinth Lord? Pathfinder? Castles & Crusades? Add your own version of the game here; I am well aware that I have barely scratched the surface.

Which is, of course, my point.

And don’t even get me started on house rules. Whereas house rules in Monopoly are highly unlikely to be game breakers (“We don’t do the whole auction thing”), house rules in D&D can virtually change the game into something different from what a player expects (“House rule: No elves or paladins.”).

Not long ago I lurked on an RPGnet thread in which an amusingly feverish debate was raging over whether Pathfinder “was D&D”. The issue may seem largely semantic, of course. Depends on how one defines “D&D”.

Which is, again, my point.

When we say “Dungeons & Dragons,” what exactly are we referring to? I’ll grant you, the Castle Ravenloft board game carries the “Dungeons & Dragons” logo, while Castles & Crusades does not. But would anyone outside of a corporate attorney serious argue that the first is truer to Gygax and Arneson’s vision than the second?

You think about these kinds of things long enough and you start to wonder if “Dungeons & Dragons” really exists as anything more than a trademark or a series of highly balkanized, largely incompatible games. But then you start to ask yourself: Does it even matter?

I mean, seriously, who cares if “Dungeons & Dragons” is so diluted as to be virtually meaningless on its own? Pick the version you like and identify with it. Don’t ask me if I want to come over and play “D&D”; ask me if I want to come over and play “Advanced D&D, Second Edition, set in Greyhawk, with minimal house rules, no kits, and two or three ideas from the Player’s Option series.” Granted, the non-gamer’s eyes will glaze over, but I’ll know exactly what you mean, and I’ll be there, baby (unless I’m planning on staying home that weekend to play Dead Space 2).

So maybe it doesn’t matter how diluted the brand becomes, and how fragmented the game happens to be. Maybe we just need more clarity when discussing it. After all, gamers have no problem sifting through the vast range of variations of D&D (or whatever other RPG tickles their fancy).

Ah, but perhaps that’s a problem. Gamers, gamers, gamers. What about non-gamers? Or new gamers? (I mean, if you think about it, every new gamer starts out life as a non-gamer). What about attracting them? I can imagine the same person who says “Sure!” to an invitation of Monopoly will stare at me with horror and begin backing away slowly if I say, “How about a one-off game of D&D 3.0 set in Planescape using pre-gens?”

This has always been a problem (or a feature—take your pick) of RPGs: their arcane nature. And don’t let anyone convince you that D&D was “mainstream” back in the early eighties. Nonsense. I was there. It was well-known, yes. But mainstream? Tell you what—when you walk into your staff room at work and everyone is discussing D&D, then you can call it mainstream. That wasn’t happening in the early eighties, and it certainly isn’t happening now.

Even in the heyday of the early eighties, when the game was selling like crazy, it was nowhere near to being a mainstream product. There were cool kids and nerdy kids, and believe me, only the nerdy kids played D&D. Everyone else had heard of it, but it was sort of like Warhammer Fantasy Battles or Magic: the Gathering today. Well-known, and a hot seller, but something that the majority of people did not do. NFL Football and Monopoly are mainstream. Harry Potter and NASCAR are mainstream. Hot Wheels cars and reality television programs are mainstream.

D&D is not, and never was.

Even back in the early eighties the game was mysterious, arcane, and fragmented. I distinctly remember a divide (an early “edition war”) in my elementary school between the people who played “Expert” (the Cook D&D rules) and people who played “Advanced” (the Gygax 1e rules). One group of nerds heaped scorn upon the other. And no one else really understood--or cared--what the heck we were arguing about. They were too busy getting drunk at parties while making out feverishly to Michael Jackson's Thriller.

In the end, I suppose the very complexity of RPGs naturally makes brand dilution more likely over time. Whether this actually matters or not is something I will leave to folks much wiser than I.
 

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Nature of the beast: all games have change in their DNA, the only difference is the rate. Poker has hundreds if not thousands of variants. Chess, while relatively stable, has dozens.
 

I was going to reply with the simple statement that you should follow up the invitation with the question, "What version of DnD?" which I suspect many of us would naturally ask, but then I said never mind.
 

In the end, I suppose the very complexity of RPGs naturally makes brand dilution more likely over time. Whether this actually matters or not is something I will leave to folks much wiser than I.

1. GET OUT OF MY BRAIN!

2. Not really, AD&D was made as a way to remove that dilution, but sadly WotC took 10 steps backwards renaming a new version of AD&D as just Dungeons and Dragons, which fooled many people.

The problem isn't D&D doesn't exist, it has just been over in the corner with all this refuse thrown on top of it it cannot be seen as someone tries to make money off of the name.

It has been said many times by many people that 4th edition has little to no need to have D&D as its name. It is only selling some new product with a recognizable name to those who would buy something with that name.

This is true.

What it will take for people to find D&D again is the same thing it took for people to start growing their own food rather than having it mailed to them from another country, or trucked to them 2000 miles. That is someone with the cajones to make the stand and say enough is enough. 4th edition doesn't need the name D&D and never did, so remove it, and let the people who like the system keep playing it under a different name. Too much design conflict. 3rd edition might as well be called the OGL game as all the basic rules anyone can use, it just happen the original product using it was full of D&D material and proprietary monsters/etc. Sadly others have done better with 3rd, excuse me, the OGL-system that D&D did.

That means nothing of WotC is left in D&D. What do we have left?

While many would argue over D&D as you say Moldvay v Mentzer etc, most of it is will play with the Rules Cyclopedia. Go forward with that and fix it up with the thigns it needs for today without trying to replace its engine with with something that performs similar, but loses many of the functions and features of the original engine.

Take AD&D and just release it again. Many will argue over which to use, but they are, many have said, more compatible than 3.0 and 3.5.

D&D has had the biggest identity crisis I have seen in any game, especially when WotC perverted it more by removing the "Advanced" from a game based on AD&D.

AD&D was created to remove the dilution, and it is still the least diluted version of the game. There are TONS of settings, and they sometimes make drastic changes, but they are not the game itself.

AD&D never claimed ot be D&D, and while confusing with its "Advanced" name to many at the time, and still today, it strove to remain the same. It also said up front, like 4th should have done, that this is not D&D but a different game. Similar but not the same.

AD&D 1st Edition PHB Introduction said:
Even if you are not familiar with fantasy role playing games in general, and DUNGEONS& DRAGONS in particular, you will find this work (with its companion volumes, MONSTER MANUAL and DUNGEON MASTERS GUIDE) is a complete game system in itself. It will stand alone, and it has been written and edited in order to make the whole as easily understood as possible without taking anything away from its complexity and completeness.

If someone asks me to play AD&D I will be reluctant, and ask what they will be using to find out if 1st or 2nd, and any other materials since there are so many, and what setting.

If someone asked me to play Red Box D&D in the past I would have said, Yes, right away, until the new dilution to confuse people.

Now, if anyone asks me to play D&D, I will just decline as odds are they will be talking about a version I am not interested in since it isn't Mentzer Red Box/ORC*, and odds are all the dilution with recent editions will lead to discussing them instead of playing the game. I can discuss the game fine online as to its recent changes, I don't need any game time wasted doing so.

Maybe the game doesn't exist anymore because it is jsut a brand name. I surely wouldn't want my name to be attached to anything that was the cause of that.


*ORC = Original Rules Cyclopedia, because WotC decided to confuse people by reusing that name again also.

Anyone up for a game of ORC D&D?
 

Getting back to you inviting me over, suppose that you told me we were going to play Dungeons & Dragons. You know what? I quite literally would not know what you meant.

But, that's a bit overstated, isn't it?

No matter the ruleset, you're talking about men and elves and dwarves, with swords and armor and flinging magic around, fighting monsters and earning treasure, right? You're talking about character levels, hit points, six stats, and so on.

Sure, you'd not know the details - but that's been true since AD&D was first published, so nothing new there. And it's been even longer since you'd know all the house rules in effect.

The sacred cows are still there for a reason.
 

The sacred cows are still there for a reason.

Except for the ones which are not.

I seem to recall that there were certain "sacred cows" which certain game designers were quite gleeful about killing. :erm:

Thats not to say that the original point is not a little overstated, but, on the other hand, to insist that every game is about men and elves and dwarves ignores the games where all the characters are dragon-things, tieflings and eladrins.
 

Except for the ones which are not.

I seem to recall that there were certain "sacred cows" which certain game designers were quite gleeful about killing. :erm:

Thats not to say that the original point is not a little overstated, but, on the other hand, to insist that every game is about men and elves and dwarves ignores the games where all the characters are dragon-things, tieflings and eladrins.
Or even just a game with men and elves and a dwarf and a dragon-thing.

I'm not a fan of dragonborn. But I'm not wildly against them either.

But just as it is cool for some people to really want to play one, it is just as cool for some people to want to not have their fantasy archetypes blow out of the water when the presumption that the guy sitting next to you may be a dragonborn is default.
 

Thats not to say that the original point is not a little overstated, but, on the other hand, to insist that every game is about men and elves and dwarves ignores the games where all the characters are dragon-things, tieflings and eladrins.

You have had that issue since the very beginning - it isn't like using things outside of the OD&D core rules is new. Folks were adding new races since there ere races to be added to. So, again, nothing new.

There has never been a time when the brand name really fully specified what you'd get at the table.
 

There has never been a time when the brand name really fully specified what you'd get at the table.

Granted.

And here you are in agreement with our OP
Even back in the early eighties the game was mysterious, arcane, and fragmented. I distinctly remember a divide (an early “edition war”) in my elementary school between the people who played “Expert” (the Cook D&D rules) and people who played “Advanced” (the Gygax 1e rules). One group of nerds heaped scorn upon the other. And no one else really understood--or cared--what the heck we were arguing about. They were too busy getting drunk at parties while making out feverishly to Michael Jackson's Thriller.


But that doesn't nullify the idea that the brand is getting even more diluted.

Again, I agree the original argument is somewhat overstated. However...

...there is a core experience that I, personally, consider to be Dungeons and Dragons. But what I consider core is subjective and may not fit everyone's definition. Which is more or less the point, I think, of the original post. I'm not sure its something you can do anything about, though I've held forth the opinion before, and still hold it, that the owners of the brand would do better to recognize this reality and produce a set of core rules with a broader appeal, as opposed to picking a single style of play to promote.
 

And don’t even get me started on house rules. Whereas house rules in Monopoly are highly unlikely to be game breakers (“We don’t do the whole auction thing”), house rules in D&D can virtually change the game into something different from what a player expects (“House rule: No elves or paladins.”).

Nitpick: The house rules in monopoly are game breakers. No auctions, free parking pays, etc. turn a quick reasonable game (1-2 hours) into a hellish slog.
 

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