Seems like everyone’s releasing a new edition of
our favorite games these days through regular hobby distribution
channels, online, or Kickstarter campaigns. Some are genuinely
updated and overhauled, others are classic games in spiffy looking
refurbished packages with enhanced contents. Each time I see one of
these I mentally undergo a quick evaluation – did I enjoy an
earlier edition, do I like the setting and mechanics, will I play it,
can I afford it? – and almost as quickly dismiss it. (Exceptions
exist: see below.) I expect most gamers employ a similar cognitive
subroutine whenever the prospect of any game purchase arises; but new
editions often add an extra factor, that we already have a version of
the game, one we most likely enjoy. Can it rekindle the love we once
felt for this game? Can this new edition encourage and enhance
additional gameplay? Is it simply a money pit to cash in on our
nostalgia?
Looking at my own experience offers one example
how individual gamers might approach this issue (consciously or
otherwise). To get onto my radar a new edition must emerge from a
game whose setting and mechanics I once truly enjoyed (I’ve
discussed the relationship of setting and mechanics before). I’m
wary of new adjustments to both these elements, believing advances in
the game system more likely to improve my experience than changes in
an established setting. I rarely consider a new edition of a game
I’ve never tried before; in most cases I’d prefer the original
edition rather than something up to modern, gaudy standards (though
original editions can go out of print...). Getting a game to the
table doesn’t matter too much to me. I enjoy reading and immersing
myself in roleplaying game books and don’t mind exploring a setting
and mechanics through solo play. Bringing a game to the table –
with my limited time, focus, and friends – remains a well-savored
but rare luxury. Price point tops all these concerns (as it does with
most any game purchase, whether at the store, online, or through a
Kickstarter). These criteria often lead me to pass on purchasing most
new editions.
Yet I’ll admit I’ve backed or purchased a few
in my time, even recently. Some were reprints of beloved games with
some new material (and an old, deteriorating earlier edition on my
shelves). Others are completely new editions with lots of additional
resources:
Call of Cthulhu: I have the
first-edition boxed set, but at some point in my late college or
early professional years (probably the very early 1990s) I picked up
a copy of the fourth edition. This made sense since the system
hadn’t changed very much but the physical format had. Fourth
edition combined all the booklets that seemed standard for early
boxed roleplaying games like the first edition, along with the
contents of the Cthulhu Companion and Fragments of Fear
all in one paperback volume.
Cyberpunk 2020: I bought the
original Cyberpunk black boxed set shortly before the new
edition released (I had no idea a new edition was upcoming). I still
keep it for sentimental reasons and because the box holds a host of
Cyberpunk ephemera (fanzines, character sheets, and scenario
notes). The 2020 version came in one volume and continued to produce
high-quality supplements.
Dungeons & Dragons: Despite
passing on second edition D&D I invested in the third
edition partly because it seemed Wizards of the Coast was infusing it
with innovative yet appropriate mechanics and partly because I wanted
to freelance for the numerous companies suddenly producing compatible
material thanks to the Open Game License (even though the OGL keys
specifically to a stripped down “System Reference Document”
available free online – besides, the books were beautiful at a very
affordable price, even in my “Desperate Freelance Years”). I
still have my third edition D&D books, more for archiving
reference than anything else.
Star Wars RPG: I love
the classic first edition of West End’s Star Wars: The
Roleplaying Game. I recall seeing the second edition in a game
store months before the company hired me to establish and edit the
Star Wars Adventure Journal, but it didn’t impress me enough
to buy. Obviously I later got a reference copy when I joined West End
and had to adjust both my writing and play style to reflect the rules
changes (not all of which I liked, particularly the Wild Die...). I
later helped develop the second edition, revised and expanded
full-color hardcover (also known among the staff as “Super Mondo”
edition), which in presentation and mechanics proved the better new
edition. Though I have all editions of the game, I prefer first
edition when I sit down to play.
Prince Valiant: The Storytelling
Game: I got excellent mileage out of the original edition, so
when the Kickstarter campaign promised not only a hardcover,
full-color revised version of the rulebook but additional scenarios
(that ultimately came as its own hardbound, full-color “episode
book”) I couldn’t resist. It’s one of my favorite ways to
introduce newcomers to roleplaying games. For me Prince Valiant
was a hybrid “new edition,” part high-quality reprint, and part
supplement chock full of adventures.
Mercenaries Spies & Private Eyes:
Flying Buffalo recently ran a Kickstarter campaign to reprint its
classic pulp game (which spawned a couple of fun solitaire adventures
I enjoyed long ago). The “reprint” includes bits added to a
subsequent edition and a few other goodies. My backing the MSPE
reprint was pure nostalgia coupled with a nice price-point and
no-nonsense shipping (included in the pledge). Besides, the copy on
my shelf is showing its age and on the verge of falling apart.
Tékumel:
My addiction to that setting is well-documented (“Tékumel: The Lands of Joyful Addiction”), but the subsequent reboots ran the
gamut of revised editions or compilations of previous editions and
brand-new games with the same setting. I have both early editions of
some of the material, early reprints/repackagings, and the three most
recent endeavors that update the setting and mechanics to the
conventions of the times.
During more than 35 years of adventure gaming I’ve
also passed on many opportunities to buy into new editions or given
up on some I acquired. These acquisitions included Top Secret S/I
and at least two editions
of Traveller (MegaTraveller
and T4: Marc Miller’s Traveller, for which I wrote a short
story that appeared in the resurrected Journal of the Travellers’
Aid Society #25). Having started on Basic/Expert D&D
as well as Advanced D&D, I felt I had a decent enough
collection when D&D second edition released, so I passed
on it; besides, I was in college and my roleplaying interests had
wandered away from D&D. At one point at West End Games I
acquired the second edition core books, but have long since sold
them. I was wary about 5th edition D&D. Ultimately I
bought the starter set, which didn’t inspire me (though it looked
great) and decided to pass on the traditional triumvirate of
rulebooks that would have cost me a pretty penny, sat on the shelf
mostly unread, and most likely not seen action at the game table.
(Alas, I’m stuck in the 1980s, as my preferred D&D
flavor is a heroically house-ruled B/X.) I’m sure I’m
forgetting a number that came, made no impression, and went. Most I
perused, shelved, and later sold. I’ve passed on several that came
down the Kickstarter pipeline – games I’d wanted to try in my
youth but never found or bought – such as Metamorphosis Alpha
and The Fantasy Trip.
Everyone’s mileage will vary. Each gamer has
their preferences for settings and mechanics, tempered by acceptable
price point and whether they’re just getting it to enjoy for the
reading or bring it to the table (group or solo), or some degree in
between. Each gamer has their own evolution that influences this
decision: a history of games – from their first taste of
roleplaying to those most amazing campaigns they ran – that fixes
in their minds their favorite game systems and settings. Some folks
invest in a game’s latest edition in the hopes of finding fellow
players using the most up-to-date version that, coincidentally,
happens to remain available in stores and online. It’s all one of
those aspects of gaming we sometimes face, one that, like gamers
themselves, has a multitude of creative and practical approaches.
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