Mongoose Publishing recently released a playtest PDF for its
latest edition of the venerable Traveller roleplaying
game...charging $20 for the privilege of perusing, playing, and
helping to improve it. It’s an opportunistic strategy I’ve seen
before – with all three slightly variant flavors of Fantasy Flight
Games’ iteration of a Star Wars roleplaying game – and
don’t particularly like, even if publishers have internal financial
justifications for it. The news of yet another edition of Traveller
raises the issue of whether gamers need new editions of classic
games.
From a publisher’s perspective new editions serve numerous
purposes: updating outdated mechanics and changing meta-story setting
materials; revising the game line’s graphic presentation to appeal
to current tastes; and relaunching a game line (including the
inevitable parade of supplements) to reinvigorate sales. I can
certainly attest to this first-hand from my involvement with West End
Games. As a gamer I enjoyed the first edition of The Star Wars
Roleplaying Game. Just before I joined the company to establish
and edit The Official Star Wars Adventure Journal, West End
released a second edition of the rules, purportedly to combine and
revise rules additions and interpretations released in various
supplements over the years. Ultimately the company published a
Revised & Expanded edition of the game, a sort of 2.5
release, affectionately dubbed “super-mondo” by the staff because
it had the largest page count and was the first to feature full-color
throughout, including both movie stills and original full-color
artwork. Each of these subsequent editions fulfilled many of the
objectives outlined above – updating rules, revising graphic
presentation, and relaunching the line – even though the original
version remained playable (with personal rules interpretations) and
quite enjoyable. Despite my own preferences for the game’s first
edition, I towed the company line and dutifully supported each
edition in turn, writing source material and running convention games
using the latest version (despite my overwhelming misgivings about
the notorious Wild Die...).
From a publisher’s perspective subsequent editions have the
sometimes unexpected, deleterious effect of fragmenting their
customer/player base. Despite a publisher’s best intentions,
players sometimes rally around their favorite older edition. While
one might debate whether this leads to lower sales of the new
edition, the animosity between proponents of different editions often
becomes very apparent in “edition wars” across internet forums
and other venues. I certainly don’t advocate vehemently crusading
against those who don’t share your views – as Pete the Cat says,
“It’s All Good” – but I don’t think gamers should feel
pressure to buy into every new edition of every classic game they
ever enjoyed. Gamers should celebrate whatever edition they feel
meets their gaming needs; many have, particularly the vocal, creative
community supporting the Old School Renaissance movement (OSR)
reveling in early game concepts
But do gamers need all these new editions of classic roleplaying
games, or even of recently released ones? The answer varies.
Publishers no doubt believe a new edition seems necessary for any of
the reasons outlined above. Consumers, however, have different
motivations. Some gamers buy into any game, new edition or otherwise,
that interests them. Others pick and choose based on price point,
interest, player tastes, play style, and many other factors.
Certainly there’s still a market for new editions, even with the
high price tags (or gamers paying for “playtest” versions...).
Some of them are quite worthwhile, depending on your particular
tastes in setting, mechanics, production value, and price point.
Sometimes new editions offer evolutions of game systems we can
incorporate in our games. Third edition Dungeons & Dragons,
for instance, introduced the first inklings of what’s now called
“Ascending Armor Class,” as well as a difficulty target number
scale, an intuitive skill system, and special feats, some of which
appeared in other earlier games but finally coalesced together in
this particular edition of D&D. Even if such new material
provides a few tidbits gamers can glean to incorporate into a current
game – new optional rules, spells, magic items, classes, equipment,
setting elements, scenarios – the purchase seems worthwhile.
A Return to Basics
My own preferences tend toward a return to basics. These remain
based in my past and current gaming interests, my current mid-life
situation with limited time and funds, and my constant vigilance for
games to play with my son when he grows old enough. I don’t have
much spare cash to spend on shiny new editions of games I already
have, many of which I enjoyed in their original incarnation. I don’t
have time to immerse myself in a huge game tome, enhanced setting,
and updated rules, no matter how complete and graphically pleasing it
looks. I find myself turning to many of the classic games I enjoyed
in my younger days. Much of this urge comes from remembering the
simple excitement of immersing myself in then-new games and the joy I
felt at expanding their imaginative reach by creating rules
interpretations/expansions, original settings, and my own adventures,
a feeling other gamers might share.
I look to my vast roleplaying game bookshelves and spot a host of
titles with newer editions, yet whose “classic” editions satisfy
my current gaming urges more completely:
B/X Dungeons & Dragons: I’ve discussed my preferences for “B/X D&D” before. While nearly any
early version of D&D provides a useful platform upon which
players can build their own fantasy adventures, I find B/X D&D
the most “polished” in terms of rules and presentation; it’s
the one that most closely fits my personal ideals of D&D.
I’ve tried other editions, particularly second and third; while I
enjoyed my third edition game experiences, and found much in the
mechanics worth adapting elsewhere (skills and ascending armor class
in particular), the vast tomes and increasing complexity often
overwhelms me. I still find myself debating whether or not to immerse
myself in the most recent fifth edition. Perhaps I’m more
interested in the beginner approach in the starter set than the full,
three-tome game.
Space 1889: I loved this game when it originally
released; I even ran a summer-long campaign for friends (though we
easily converted the somewhat clunky GDW system to D6). I have
a host of supplements (not quite all) and many issues of Challenge
Magazine packed with adventures and source material (much by the
prolific James L. Cambias). Since GDW’s demise and the game line
languishing (though some reprints kept it fresh in gamers’ minds)
it’s seen a reboot as Space 1889: Red Sands using Pinnacle
Entertainment Group’s Savage Worlds system. While I like
Savage Worlds as a system, and was sorely tempted the first
time I flipped through the full-color Red Sands book at a
convention dealer’s table, I don’t feel like paying for a shinier
version of something I already have that works for me.
Thieves’ World: While not a game system on its
own, the original boxed setting published by Chaosium in the early
days of roleplaying remains one of my favorite game relics. Aside
from providing stats in numerous contemporary game systems (quite a
feat in the litigious atmosphere of 1980s gaming), it most closely
accommodates my experience immersing myself in the first two Thieves’
World anthologies. Green Ronin published a revitalized line of
Thieves’ World game books during the d20 craze; no doubt it
produced some outstanding source material, but nothing I personally
need to improve upon the already expansive possibilities and
components included in that original boxed set. Certainly the price
point and the number of books make it a daunting setting to purchase.
Star Wars: The Roleplaying Game: Despite my work
under the second edition rules and my direct involvement in the
Revised & Expanded version, I still turn to the core of
first edition rules when running Star Wars roleplaying game
sessions (or anything based on the D6 System). Certainly I
wrote for both iterations of the Star Wars game published by
Wizards of the Coast when it had the license, and maybe ran scenario
or two at conventions in an effort to two the company line as a
freelancer, but few things can override my satisfaction and ease of
play with West End Games’ first edition of this game world.
Traveller: The announcement of yet another edition
of Traveller inspires me to return to my modest collection of
classic “little black books” and the small trove of material I
created long ago when I had time to indulge in the game. I have
wonderfully nostalgic memories of running some games for friends and
spending hours rolling up characters (some of whom died during their
military careers...), creating settings and adventures, even drafting
a solitaire scenario. Perhaps my bias against new editions comes from
my experience with MegaTraveller, a revised version GDW
released as a kind of second edition to reinvigorate the line and the
setting continuity; it failed, for me, at least, to meet my
expectations for the game. I occasionally find original Traveller
supplements and adventures at gaming flea markets and pick them up
(when affordable). I’d love to find a copy of The Traveller Book
and The Traveller Adventure to round out my classic collection
and consolidate the three little black books into one.
Exceptions
I have a few notable exceptions for games I have no issues about
supporting in new iterations:
The OSR: I’m not sure if this is an exception of my urge
to return to basics or a further celebration of it. Many OSR
retro-clones hearken back to the old rules conventions (some with
innovations and new twists). They encourage the kind of play and
imaginative game world development among readers that inspired early
gamers. Both help define the allure the OSR retro-clones have for
many people. The OSR movement also provides a host of material –
rules, settings, adventures, admittedly of varying quality – for
free. I’ve discussed my recent interest in the OSR before. Part of
its great appeal comes from providing new inspiration for my own
forays into D&D: interesting rules interpretations, new
classes and monsters, scenarios to mine for ideas. While I don’t go
out and buy every new iteration of the D&D experience in
an OSR game, I do enjoy finding and reading those that best match my
ideals for this kind of gaming. I particularly like finding new
supplements to expand my repertoire of classes, monsters, treasure,
and other elements. Buying into the OSR represents an extension of my
satisfaction with B/X D&D.
Tekumel: I’m a sucker for any new iteration of Professor
M.A.R Barker’s Empire of the Petal Throne, the distinctly
non-western, extremely alien, and awfully intriguing setting as old
as D&D itself. In this case each new iteration of Tekumel
emerges with a new set of mechanics as well as a new method of
introducing the often-complex and unfamiliar setting elements. I own
at least four different Tekumel games, including the latest from Jeff
Dee, Bethorm, and the Theater of the Mind Enterprises version,
which relied on a delightful solitaire programmed adventure format.
While these aren’t technically new editions of a classic game,
they’re new versions of a classic setting. None seem to really
appeal to me as a favorite classic game. The setting appeals to me
more; my continued interest acquiring new versions emerges from a
hope the game system and world presentation fulfill my criteria for
an engaging yet basic game experience.
Like any gamer, I evaluate my game purchases on a case-by-case
basis. But unless a new edition really stands out in areas important
to me and my gaming style, I can do without it. Publishers will
continue to reboot successful and even nostalgic game lines with new
editions; it’s what they do, especially when they have access to a
popular game property. Contrary to popular beliefs on the internet,
classic games never die; as long as they fuel the enthusiasm of
gamers, even when taken from the shelves and perused now and then,
they continue to live.
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