Hedrin
First Post
Magrathea Gaming Company
(Excerpt from The Hitchhiker's Guide to the Dungeon, Page 6342344, Section 7b, Entry: Magrathea Gaming Company)
Far back in the mists of ancient time, in the great and glorious days of the Second Edition, play was wild, rich and largely tithe free.
Mighty adventuring parties plied there way between exotic cities, seeking adventure and reward amongst the furthest reaches of the Realms. In those days spirits were readily turned, Bohemian ear spoons were still on the equipment list, fighters were real fighters, clerics were real clerics, and small green creatures from the third level were real small green creatures from the third level. And all dared to brave unknown castles, to do mighty deeds, and to boldly split craniums that no man had split before—and thus were the great dungeons plundered.
A few adventures became extremely rich, but this was perfectly natural and nothing to be ashamed of because everyone else you met were NPC’s. And for all the richest and most successful adventurers life inevitably became rather dull and boring, and they began to imagine that this was the fault of the modules they played—none of them were entirely satisfactory: either the dungeon wasn’t challenging enough in the lower levels, or the adventure was too short, or the dragon was entirely the wrong shade of red.
And thus were created the conditions for a staggering new form of specialist adventures: custom-made luxury modules. The publishers of these modules were the Magrathea Gaming Company, where hypercritical game designers sucked ideas from old copies of Weird Fantasy Tales to form them into specially tailored modules—all gold dragon adventures, hordes of thousands of easily slaughtered orcs to breeze through, dungeons with massive harem levels—all lovingly made to meet the basest standards of the Realms’ most powerful adventurers.
But with the advent of collectable card games, the orders stopped coming. The Realms shut down, and a long sullen silence settled over the dice, disturbed only by the slap of card onto table and the scratching sound made when a card was tapped.
The Magrathea Gaming Company disappeared from Wargames West’s distributing list and soon passed into the obscurity of legend.
In these enlightened days of Print On Demand, no one believes a word of it.
(Excerpt from The Hitchhiker's Guide to the Dungeon, Page 6342344, Section 7b, Entry: Magrathea Gaming Company)
Far back in the mists of ancient time, in the great and glorious days of the Second Edition, play was wild, rich and largely tithe free.
Mighty adventuring parties plied there way between exotic cities, seeking adventure and reward amongst the furthest reaches of the Realms. In those days spirits were readily turned, Bohemian ear spoons were still on the equipment list, fighters were real fighters, clerics were real clerics, and small green creatures from the third level were real small green creatures from the third level. And all dared to brave unknown castles, to do mighty deeds, and to boldly split craniums that no man had split before—and thus were the great dungeons plundered.
A few adventures became extremely rich, but this was perfectly natural and nothing to be ashamed of because everyone else you met were NPC’s. And for all the richest and most successful adventurers life inevitably became rather dull and boring, and they began to imagine that this was the fault of the modules they played—none of them were entirely satisfactory: either the dungeon wasn’t challenging enough in the lower levels, or the adventure was too short, or the dragon was entirely the wrong shade of red.
And thus were created the conditions for a staggering new form of specialist adventures: custom-made luxury modules. The publishers of these modules were the Magrathea Gaming Company, where hypercritical game designers sucked ideas from old copies of Weird Fantasy Tales to form them into specially tailored modules—all gold dragon adventures, hordes of thousands of easily slaughtered orcs to breeze through, dungeons with massive harem levels—all lovingly made to meet the basest standards of the Realms’ most powerful adventurers.
But with the advent of collectable card games, the orders stopped coming. The Realms shut down, and a long sullen silence settled over the dice, disturbed only by the slap of card onto table and the scratching sound made when a card was tapped.
The Magrathea Gaming Company disappeared from Wargames West’s distributing list and soon passed into the obscurity of legend.
In these enlightened days of Print On Demand, no one believes a word of it.
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