Arcane Runes Press
First Post
Kaptain_Kantrip said:
When I said D&D/d20 (after 1e) is obsessed with childish, immature concepts, I did not provide clear examples in my haste to post and inherent laziness. Here are a few examples:
#1: When Gygax left TSR, Lorraine Williams took over and started catering to the religious right and trying to curb "angry mother syndrome" (this was mentioned in a Dragon mag of the time). They removed all references to demons, devils, daemons and other classic staples of fantasy and turned them into "outsiders" (native races from another plane), a deplorable concept that continues in 3e, though in a compromised revision that doesn't work, IMO. Is anyone in their right mind going to stick up for Ms. Williams? I don't think so!
#2: In 2e under Ms. Williams, we saw a deliberate dumbing down of characters and concepts (such as in FR with Time of Troubles and power boosting everyone to retarded levels of omipotence). We also saw the destruction (out of spite) by Ms. William's of Gygax's beloved Greyhawk setting. Again, Ms. William's regime reduced the number of adventure modules (and the ones that were put out were vastly inferior in many cases to 1e ones such as Ravenloft or Tomb of Horrors, or Lost Caverns of Tsojcanth) in favor of endless sourcebooks of dubious quality and usefulness.
#3: Gone was the suggestive and lurid art of 1e, with naked girls and demonic sacrifice and gore, all fantasy genre staples.
#4: The increased rules of 2e restricted player and GM choice rather than enhanced it (though I did like 2.5e's Skills & Powers for giving me more freedom in character creation). 3e goes a long way toward fixing this problem, but not far enough. 3e is a half-measure mired in archaic rules and concepts. Even 3e's designers will tell you that they didn't go far enough in changing the rules!
#5: The world settings in 2e were childish or poorly conceived: Planescape, Dark Sun, Ravenloft, even Birthright. Greyhawk was quickly dropped (after being ruined by Wars) and FR spiralled out of control. The original 1e gray boxed set was good, but 2e's FR was when I lost interest.
#6: Guidelines for adventures and other products were restricted, keeping out certain "adult" subject matter. These 2e guidelines are still more or less in effect with 3e, though things are loosening up with the Book of Vile Darkness it seems, but the fact that such is relegated to a separate product instead of liberally mixed in with the core books clearly shows that political correctness and fear of angry moms/religious right still holds sway at WoTC.
#7: 1e was revolutionary for its time and reeked of an abiding love and respect for the genre, embracing all its staples. This was annihilated in 2e and only partially reintroduced in 3e... again, a half-measure to "play it safe". Playing it safe never satisfies either side you're trying to appeal to. Don't they teach that in marketing class?
Well, I suppose I'll respond to each point in order.
#1) Regardless of why it was done (which I agree was, at the time, rather sissy) I have no problem with the idea of demons, devils, etc. as outsiders. In fact, I prefer it. When demons are also "outsiders" you can work the dichotomy of their nature into your games. For example: two nations. The beliefs of number 1 teach that demons are creations of the hell lord, an abomination sent by him to tempt and deceive mortals. The beliefs of nation number 2 teach that demons are simply creatures from another plane of existance, who are "evil" only in as much as they have no respect for mortal concerns of morality or life. Who's right? Potentially both are. It's an approach that hasn't been directly addressed by WotC, either in Dragon or in their books, but it leaves the game "canon" open to a broader range of interpretation and leaves the inclusion or dismissal of real world religious tropes more fully in the hands of the DM.
#2) What LW did or did not do is not really important anymore. For all its faults (and I think there are some), the WotC of modern times is NOT the T$R boogie man of the mid-90's rpg community. In addition, while I agree that there was alot of crap in the latter days of TSR, the end of 2nd edition gave us some absolutely terrific modules. Return to White Plume Mountain was fun, Rod of Seven Parts and Dragon Mountain were enjoyable, and I will put Return to the Tomb of Horrors up against ANYTHING published in any edition of any game. They also put out some bang up sourcebooks, which I will discuss later.
#3) Suggestive and lurid art means squat-all to me. Wish fulfillment garbage, derivative novels and Gor are also all "staples" of the fantasy genre, and I don't care if they pull a vanishing act as well. I LIKE naked women, and I enjoy a good spot of violence as well, but I would argue that most people would consider the absence of both to be signs of D&D's maturing.
#4) I will agree that D&D can feel very restrictive. I've got a love/hate thing for classes and levels, but I still don't consider D&D an "immature" system because it includes both. Classless stuff (GURPS, HERO, BRP) all have plenty of room for immaturity (Just look to HERO 4th's tongue in cheek description of the rules-rape characters that system can produce).
#5) All a matter of taste. I consider Planescape (at its core) to be a brilliant reconception of what the fantasy genre is capable of, predating by a decade or more China Mieville's Perdidio St. Station, which gets RAVE reviews for dabbling in much the same territory. Ravenloft is, at its core, my favorite setting ever, rife with possibilities for intense RP. Birthright had some very advanced ideas as well, though I do believe that it was hampered by 2nd Ed's cludgy rules set.
#6) I doubt that it's fear of political correctness. Rather, it's a desire to reach as wide an audience as possible. In this respect, WotC is like a major movie studio: make a rated R film and you cut out a sizeable market chunk. Again, I don't think that "mature" concepts are necessarily a mark of maturity at all.
#7) 1st Ed. was revolutionary, but it didn't come anywhere close to "embracing all of its [the genre's] staples". It was, and is, firmly in line with Jack Vance and the Sword & Sorcery genre, but that is far from the entirety of fantasy. For example: I wouldn't dream of trying to run an Earthsea game using 1st Ed, nor would I touch a 1st Ed. game of Dragonriders of Pern. A campaign based on traditional faerie tales would also be piss poor in 1st Ed. (though I don't like ANY edition of D&D for these). Hell, the fire & forget default magic system of ALL editions of D&D is completely alien to 90% of fantasy.
#7A) Beyond that, it's a bit silly to disparage WotC's 3E marketing savvy; obviously they've satisfied PLENTY of customers, since D20 is an enormous hit in the RPG community. Might it be even bigger if they'd been more "gutsy"? Maybe, but that's a guessing game with no definable answer.
In essence, it all boils down to this. You've discovered a new system/world that makes you happier than D20. That's good for you. It makes me happy when people find something to be passionate about.
Hell, I bet it makes most of the people on this board happy.
What doesn't make me happy, however, is when people mistake personal taste for objective quality. In effect, when you say that D&D is obsessed with "childish, immature concepts", you are saying that those people who enjoy D&D above other systems are ALSO childish and immature.
In closing, since you like marketing/advertising so much, here's a loose analogy for you:
I like to dabble in the kitchen, primarily as a desert maker. I take great pride when people like my chocolate chip cookies better than they like any that they've had before. But if I serve my wonder cookies with curdled milk, it doesn't really matter how good the cookies are, cause all anyone remembers is the sour.
Harn and D&D are the cookies, your endorsement is the milk. Don't serve it sour.
Patrick Y.
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