I think TSR was right to publish so much material

Ultimately, this is all going to come down to various personal opinions about what people liked/didn't like about the 2E era, so I'm not sure how useful that discussion's going to be. But what the hell.

I came into D&D during Second Edition, and while it may just be that nostalgia on my part, I remember loving it intensely. To be fair, I rarely got to actually play in a group - I was simply too young, and didn't know enough people, meaning that usually I had to coax people to play, while being the DM myself, and it never lasted very long - but I still bought the books at a fairly prodigious rate.

Mostly it was because I loved the settings and world development, especially in an interconnected set of campaign world, since that meant a sourcebook for one campaign could conceivably impact another.

I liked reading Van Richten's treatises on the nature of various monsters in Ravenloft. I liked learning the history of the Sorcerer-Kings on Athas. I liked reading the two-part series of adventures that took you from Castle Spulzeer in the Realms to the domain of Agarath in Ravenloft, or how Orcus was coming back to life in Dead Gods (which even had interludes of fiction for the reader) and what his plan was.

Looking around, I found that Second Edition did this in a way that D&D never had, before or since. First Edition tended to begin at the dungeon entrance, end at the last room, and be near-totally devoid of anything not directly related to the wider world, or even why your characters would be there in the first place. Likewise, Third Edition had so thoroughly embraced the "toolbox to build your own world" mentality that existing campaigns and pre-made storylines were thoroughly abandoned - there was no setting anymore, just puzzle pieces that could be rearranged to form whatever picture you wanted to see.

Was Second Edition actually good gaming? I don't know - I didn't start getting a dedicated group together until college, which was right when Third Edition came out and it was what everybody used - but it was very interesting and highly entertaining, at least for me; I was a good customer, buying stuff for myriad campaign settings regularly. I wanted a holistic world (multiverse, actually) to dig into, and loved that they provided that for me.

I missed it when that went away, and miss it still. A lot of other companies have stepped up, and they've done a pretty good job filling that particular void (Golarion gets more interesting with each passing month) but nothing's quite like the halcyon days of Second Edition's D&D multiverse.
 

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Dark Sun and Planescape were classics. Not everyone liked them, to be sure--I myself am not fond of Planescape--but I think they won enough of an enduring following that "classic" is an appropriate term.

In general, I would say that the '90s were an era when TSR produced a fair number of great ideas and hid them in a mountain of dreck. Certainly they were not "right" to publish so much material, at least not from a business sense--they drove themselves to the brink of bankruptcy! Still, a gem is a gem no matter how bad the business plan that produced it, and there were some gems in there.
 

Pretty much everything int he OP is as hilariously wrong as humanly possible. I don't even know what else to say.

Mod Edit:
Ladies and Gentlemen, what we have here is a classic example of what's known as a "threadcrap" - a wad of disdain and negativity that adds nothing at all to the conversation.

Don't do this. It is a flagrant violation of Wheaton's Law. And more to the point, it'll get you booted from a thread, just like the "Professor" here has been. Thanks very much for your attention.
 
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Excerpts from the article (most relevant points highlighted - things they are turning back on italicised)

Well, keep in mind that WotC still seems to be regularly having surveys, polling, and doing what they can to figure out the desires of their customers. What people want now may be different from a decade ago; more than that, they may have learned that some things people want aren't profitable or have unintended consequences.

I mean, I can't say that for sure. But I don't think it likely that WotC have turned away from any of these points without some sort of reason.
 

Anyways, there seems to be a view that WotC sets the standard in terms of publication schedule. While that may once have been the case, I would argue that with Pathfinder, that is no longer the case.

I would disagree here. Not because of any problems with Pathfinder, but the simple fact that many players aren't interested in adventure and setting material, and that seems the bulk of Paizo's regular releases. Which is exceptional content from all accounts, but not what everyone is looking for, and so I don't think its accurate to claim that a schedule focused around such material is now setting the standard for what to aim for.
 

I wish I could find the web articles, but I remember TSR employess saying two other factors were big issues;

1. Not knowing how much they were actually selling for a line/product. They simply guessed on the numbers to produce and based it on estimates of D&D players at its peak

2. Entering the bookstore market. They were not prepared to receive books back from retailers and they received a lot of returns.
 

I just happened to be browsing through my collection last night and I think I found a perfect example of "producing too much stuff". The Poor Wizard's Almanac. Writing an Almanac for Mystara is not a bad idea. It collected a lot of setting material together into an easy reference guide.

So did we need a new version every year that was slightly updated to represent current events?

I'm 32. I actually skipped most of the 2e era and played WoD, Palladium, Warhammer, Cyberpunk, Shadowrun, Gurps, and many other games instead. I've since gone back to collect some of the great stuff from the 2e era (Dark Sun, Spelljammer, Planescape, etc.) Much of it is cheap and easy to get because it was so over produced.

Things are looking great as a gamer now. Wizards, Paizo, Fantasy Flight Games, Mongoose, Green Ronin, and many other companies are doing quite well. We have ongoing support for great games like Earthdawn, Shadowrun, Battletech, HeroQuest, Traveller, Mutants & Masterminds, Pathfinder, D&D, Savage Worlds, WoD, and tons more. I like my game companies to be focused and a diversity of companies to keep the industry innovative and growing.
 

Okay, can someone provide examples of what they consider "drek" from 2E? I'm honestly curious, as a lot of people bandy it about as the prime problem with TSR, but I never see examples, or I actually liked what they hated.

I'm not certain of the years on this, but the only items I can think of from around this time that I disliked or would consider "drek" were (I remembered a couple more):

DragonStrike (game was okay - the video, though GAH!)

The Horde (and associated adventures - just too different and unappealing and poorly supported/explained - also, too closely tied to real-world Mongolia Steppes and not fantasy enough)

Maztica (The sound of a campaign set in an Aztec/Maya world sounds great [see Hidden Shrine of Tamoachan], but I feel it was implemented poorly; it tried to be too close to the real South/Central America and not fantasy enough)

Gold & Glory (OSPREY-like books don't interest me)
 


I'm kinda with Silverblade. I think that the early days of 2nd edition were IMO the highlight of D&D. There was some fabulous materials released (Dark Sun, Ravenloft, Complete series...etc) and every month I was buying materials that got a lot of use in my games. Things cut off about 94-95 as I think that's when they started releasing less useful or badly written materials. 1990 to 1994 was perhaps the golden age of 2nd edition. 1st ed's glory days were the early 80s before that version collapsed under it's own weight of hardcover books.
 

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