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  1. John Wick posted:
  2. Hi guys. Been a while, eh? Yeah. I know. Trust me, I know.
  3.  
  4. I hear a few of you have been wondering where I've been?
  5.  
  6. You see the scars on my face? Smell the dust in my beard? See the ragged horse I rode in on?
  7.  
  8. I've been away, friends. Far, far away, on a magic journey that led me from the bleak, cold desert to a place where they serve nothing but milk and honey, breakfast, lunch and dinner.
  9.  
  10. I've tasted a moment of paradise, just enough to give me the strength to return here, and share with you the its sublime beauty.
  11.  
  12. I'm not sure if I have the skill to convey it all to you, but I'll try.
  13. I'll try.
  14.  
  15. If you've been following this column for even a short while, you know that I love stories.
  16.  
  17. You know the people who love animals more than they love people? Well, that's stories and me. Some of my best friends are stories. More often than not, I've trusted stories more than I've trusted people.
  18.  
  19. And, one of these days, I'll have to take up Mona Hall on her offer, and write down the story she gave me, of a long forgotten fairytale who gets approached by The Mouse. "I can make them remember you again," The Mouse tells the long forgotten fairytale. "Just sign right here on the dotted line, and they'll never forget you again." I owe her for that one. Maybe one day, I'll find the words to tell it.
  20.  
  21. Another of my favorite stories is Percival, the tale of a simpleton who becomes a knight, who loses his innocence, then by finding it again, heals a wounded king. Those of you who have seen Terry Gilliam's The Fisher King (starring Robin Williams and Jeff Bridges) know the story.
  22.  
  23. It's a great story, one that continually finds its way back into my life, no matter how much I try to forget it. And it always amazes me how I don't recognize Percival, even when he walks right up to my face and shakes my hand.
  24.  
  25. He's never upset that I don't recognize him. In fact, it's happened so many times, he's come to expect it.
  26. (I'm terrible at names and faces, by the way.
  27.  
  28. If I don't recognize you, please don't take it personally. I do my best, really I do.)
  29. So, yes, I've been gone for months. Not a peep.
  30.  
  31. Where have I been?
  32.  
  33. My friends, I've been lost in the Wastelands.
  34.  
  35. And their acrid, dusty air made the sweet nectar of the Grail that much sweeter.
  36. * * *
  37. One of those stories that's been with me so long, I don't even remember where we met, is a little tale told to me by Stan Lee. Yes, you know it well. He's a friendly chap. A friendly neighborhood chap. Goes by the name of Spider-Man.
  38.  
  39. A wonderful lesson comes out of that story. Not a new lesson, but then again, there are few lessons in this world that don't have long, gray beards.
  40.  
  41. It's that "Great power, great responsibility" lesson we keep hearing about - the lesson we keep hearing about, and keep ignoring.
  42.  
  43. Why do I say that?
  44.  
  45. Have you taken a look around lately? Specifically, at the internet.
  46.  
  47. Just before I got lost (one of the key steps in the wrong direction), I lost my temper at somebody who decided to write a review of ORKWORLD. Instead of being a responsible adult, instead of pointing him toward the incredible review written in PYRAMID, I told the shmuck to blow himself. Not that he didn't deserve it, the whole thing was flame bait to begin with.
  48.  
  49. (Any review of any game that includes the sentence, "The rules are broken. I didn't actually play the game, but I skimmed through the rules, and I can tell" is flame bait.
  50.  
  51. But, hey, if you disagree with me, that's fine. Just go check out the review in PYRAMID. It's just, fair, and well written. Three qualities that the review at rpg.net doesn't have.)
  52.  
  53. But, frankly, I should have known better. But the whole thing was just another straw on that poor camel's back.
  54.  
  55. (Just how many straws does he have on his back these days?)
  56.  
  57. It didn't help that I made such a stink in this very column about Ken Hite getting the only review copy at Gen-Con, that I plugged his column, said a bunch of very nice things about him both here and at Gen-Con.
  58.  
  59. . and then found the review of my game ran almost exactly two paragraphs.
  60.  
  61. Three whole columns devoted to that D&D 3E game, and my book gets two whole paragraphs.
  62.  
  63. Of course, the review follows Gareth Skarka's Underworld paragraphs, and begins with the phrase "If you liked Underworld, you'll like Orkworld!"
  64.  
  65. In other words, Ken, my game and Gareth's game are pretty much the same thing. Oboy.
  66.  
  67. (And all of you who think I only bag on people who say negative things about my games, pay close attention here.)
  68.  
  69. Ken's review was almost entirely complimentary. Unfortunately, it fails as a review.
  70.  
  71. It tells you next to nothing about the game - other than the fact that if you like Underworld, you'll like Orkworld. Not that the two games have next to nothing in common.
  72.  
  73. Not that the people who didn't like Underworld will now pass on Orkworld.
  74.  
  75. Not that people who did like Underworld will buy Orkworld and get pissed off because it isn't like Underworld. Not that people who liked Orkworld will now go and try Underworld and get pissed that they aren't the same game.
  76.  
  77. Not that Ken Hite, the one and only person in the whole world who got a review copy wrote exactly less than one hundred and fifty words about my game and three whole columns about that poorly laid out, poorly illustrated, poorly designed, two-hundred and eighty page RULEBOOK they called DUNGEONS AND DRAGONS THIRD EDITION.
  78. Let me tell you something about that book, all right?
  79.  
  80. When's the last time you bought an RPG that was nothing but two hundred and eighty pages of RULES?
  81. You know when?
  82.  
  83. Nineteen eighty-five. That's when.
  84.  
  85. Because that's the last time an RPG could get away with being two hundred and eighty pages of rules.
  86.  
  87. IF D&D3E ANY OTHER NAME ON IT AT ALL IT WOULD HAVE BEEN THE JOKE OF GEN-CON.
  88.  
  89. IT'S A TWO HUNDRED AND EIGHTY PAGE RULEBOOK!!!
  90.  
  91. No, check that. I'm entirely wrong. I'm ranting so hard about this that I completely forgot something. It's not just a two hundred and eighty page book of rules.
  92. BECAUSE THE STUPID THING COMES IN THREE VOLUMES!!!
  93.  
  94. THAT MAKES IT AN EIGHT HUNDRED PAGE RULE BOOK!!!
  95. ALL YOU SUCKERS WHO BOUGHT ALL THREE BOOKS PAID FOR EIGHT HUNDRED PAGES OF RULES!!!
  96.  
  97. Did you even look at the thing?
  98.  
  99. I mean, the PLAYER'S HANDBOOK has black and white art in it.
  100.  
  101. With all the art resources Wizards has, they can't afford to fill that book with FULL COLVER ART???
  102.  
  103. Wizards has dozens of artists on staff, ready and willing to paint full-color pictures for D&D 3E, and instead, the art director has them drawing black and white pictures for a book that's FULL COLOR.
  104.  
  105. And the quality of art. I mean, the fellow who did all that painting is very nice, but he ain't no Terese Neilson. He ain't no Rebecca Guay. He ain't no Bill O'Connor. He ain't no Drew Str.
  106.  
  107. Drew Str. oh hell, the guy who did the cover of the Star Wars RPG. Yeah, that guy. And, ladies and gentlemen, he is a far way away from being Tom Denmark. This is WotC's premier product.
  108.  
  109. There is no excuse not to have the best damn artists you have painting this book.
  110.  
  111. Instead, they settled for someone who is simply above standard. Very, very good artist. A talented fellow who has a very lucrative career ahead of him. All my best to him and I hope he finds all the best success in the world.
  112. But, he's still no Micheal Whalen. Or Brom. Or the guys they have over at LucasArts doing concept sketches for Episode II. Some of the best artists in the world are doing concept sketches for Hollywood. Why not hire them?
  113.  
  114. You're gonna sell 350,000 copies of this book, why not spend a little extra money to make it LOOK NICE???
  115.  
  116. And then there was the layout. Who the hell did they hire to do the layout on that book? It looks like they scanned a piece of loose-leaf notebook paper, dyed the lines in Photoshop and dropped it in the background.
  117.  
  118. It's like they said, "Hey! I've got an idea! The typeface is already crunched and difficult to read, why not drop in a bunch of lines that are the same color as the type and make it MORE DIFFICULT TO READ! How's that sound?"
  119.  
  120. Idiots.
  121.  
  122. Ryan Dancey fooled you all. Every single last one of you. You all sucked on the big tap of Fool-Me-Three-Times and Ryan Dancey danced all the way to the bank.
  123.  
  124. And what do you have?
  125. You have three two hundred and eighty page rulebooks. Eight hundred pages of rules. Congratulations.
  126.  
  127. And all I hear about on the internet is how innovative that game is.
  128. You know, I can't tell you how innovative that game is BECAUSE I CAN'T READ IT! MY EYES START BLEEDING ON PAGE FOUR!!!
  129.  
  130. But the whole internet is singing the praises of this game. Ken Hite is doing it - even though the book Tom and I put together gets about a hundred and fifty words - rpg.net is doing it, the whole stinkin' world is doing it.
  131.  
  132. And you know what that says to me? It says, "Screw you, John Wick. Screw you and your screwed up notions of what gamers want. Yeah, you wrote the L5R RPG and won every single industry award for it and made it one of the best-selling RPGs of all time. Yeah, you wrote the storyline for L5R, and all those kids who carry banners on their back during Gen-Con, all those kids who make the L5R tournament LARGER THAN THE MAGIC TOURNAMENT AND THE POKEMON TOURNAMENT COMBINED, who make Ryan Dancey a whole @!#$-load of money, who -
  133.  
  134. I'm getting ahead of myself.
  135.  
  136. I'm tipping my hand. I'll have to slow down here for a moment. Let the rant run out. Get back in control of myself.
  137.  
  138. There we go.
  139. . count to ten.
  140. . stop and take a breath.
  141. . there we go.
  142.  
  143. Wanna know where I've been for the last two weeks?
  144. That's where I've been.
  145.  
  146. The Wasteland.
  147. Just try writing anything with that going through your head. Go on. I dare you.
  148.  
  149. I know what you're thinking.
  150.  
  151. Sour grapes? Heh. You don't know the half of it.
  152.  
  153. You are absolutely right. I'll admit it right up front. Absolutely truthful. Ain't no way to get around it.
  154. But that's what's in my head. I'll be honest about it. I'll tell you the whole, ugly, naked truth: I HATE D&D Third Edition.
  155.  
  156. Why?
  157. The same reason I hate STAR TREK: Because the best-selling RPG on the market isn't the best RPG on the market. It's just the one with the best name recognition.
  158.  
  159. However, let's get something else out in the open: D&D3 is a good game. I'll say it again: D&D3 is a good game.
  160. And three times, just to make sure. D&D3 is a GOOD GAME
  161.  
  162. Is it the best game? No. It isn't. I don't think anyone will dispute that.
  163. The layout makes the book difficult to read.
  164.  
  165. I understand there was a lot of information to cram into two hundred and eighty pages, but they could have chosen a friendlier font and they could have chosen not to put lines between the lines to make the job of reading it even harder.
  166. It already has 50 pages of errata.
  167.  
  168. It doesn't have THE BEST artists in our industry between those covers. The art is wonderful, but it isn't THE BEST. And when you have the budget, you go for nothing but THE BEST.
  169.  
  170. The logo is indistinct and difficult to read.
  171. The cover has rhinestones pasted onto it.
  172.  
  173. It's difficult to read.
  174. It isn't organized very well.
  175. It's difficult to read.
  176.  
  177. (Tell me something, would you? What alignment is Darth Vader? Chaotic Evil, you say? Well, that makes sense. He is evil; he kills people. But is he Chaotic? He wants to bring order to the galaxy. He loves his son. Shows signs of regret bringing him before his Emperor. Maybe he's Neutral Evil, then. Right? Hm. Or maybe - just maybe - he's Lawful Good. Don't believe me? Check it out. Vader's actions are all but selfless. He's serving the needs of the Empire. He is unconcerned with personal power or gain. He follows a strict code [I don't think anyone can argue the Dark Side of the Force isn't strict on its followers] and [once again] wants to bring order to the galaxy. That sounds like Lawful Good to me. Sure, he has to kill a few people to maintain that order, but when's the last time a Paladin got chastised for killing a few orks, eh? And those rebel scum. Trying to topple the status quo. That sounds a bit chaotic to me. And do you think they evacuated the Death Star just moments before Luke blew it to pieces? How many people did Luke Skywalker murder when he blew the first Death Star up?
  178.  
  179. And, as Kevin Smith reminds us, the second Death Star wasn't quite complete just yet. That means there were people working away on it when Biggs and Lando blew it to pieces. Innoncent bystanders. All dead. Lawful Good rebels fighting for freedom, right? Wrong. Fighting to restore power to the aristocracy. Or, am I mistaken when I remember that both heroines bore some royalty in their nomenclature? The Rebel Alliance, fighting for truth, justice and restoring a couple of pretty princesses back to power. Yeah.
  180.  
  181. That's what Lawful Good is all about. And don't forget to kill some orks on your way out. They're worth 50 XPs a piece.)
  182.  
  183. It still has Character Classes.
  184. (Let me ask you a question. In my years of professional service to the human race, I spent three years as a camp counselor for pre-teens with emotional and family problems, two years as a pin jockey in a bowling alley, another three years as a camp counselor, a few weeks as a singing waiter, a few years as a professional storyteller and singer in a sea shanty group, taught storytelling for three years, two years as assistant manager at Wal-Mart, delivered pizzas, was in a punk band, a blues band and a rock 'n' roll band, worked late night grocery and maintenance and produce at Cub Foods in my home state of Minnesota, worked a year on the Union Pacific Railroad as a switchman and breakman, worked security, served as an office assistant for a foster family agency, looked after developmentally disabled adults, worked as a janitor, tried my hand as staff writer and [part-time] assistant editor at a games magazine, wrote over 1,000,000 words of game fiction, source material and rules and even worked sixteen hours at McDonalds. What character class do I fit into?
  185.  
  186. (What's that? Three dimensional characters with backgrounds and past careers and such don't fit into character classes? Well, what kind of characters fit into character classes? Be careful with your answer; you may not like it.)
  187.  
  188. (And for those of you who think you're clever by calling me a "bard," please don't. There are real people walking around with that honor. They go to a school in Wales - St. David's, I think its called - and they memorize long passages of stories and family histories to earn that title. I have not.
  189.  
  190. (Here. Three quick examples. A couple of friends asked me if I wanted to play in a D&D game. I said, "Sure. Why not. Let's see how it plays." So, here are the two characters I wanted to make.
  191.  
  192. (First, I wanted a young noble who, at the age of ten, found he had sorcerous abilities. This, of course, meant he was a sorcerer. His father, the king, was elated, but his wise men notified him there was only one way his son could be a sorcerer: if his mother slept with a dragon. That meant my character was a bastard, cast out and ostrasiced by his family and friends. He still has his sorcery, and he's looking for his true father. And when he's strong enough, he's gonna come home and he's gonna free his mother [locked up in the tower], and defeat his tyrant father. Sound like a fun character to play? Well, you can't. There are no rules for royal characters. I wanted contacts and money and other noble stuff.
  193.  
  194. I can employ in any other rpg on the market but neither the PH or the DMG have rules for playing noble characters. I have to play something else.
  195.  
  196. (So, I decided to play a bard. A young man who goes to bard school, but his heart is more in wooing women than learning old songs that nobody sings anymore. "Where's the charm person spell?" he asks. They ignore him and teach him a seventeen hour story about people nobody's ever heard of. He steals a couple of songbooks, runs away from the school and becomes a rogue. Well, guess what? I can't play that character, either.
  197.  
  198. Spuh. That was it. If I can't even make the character I want to play, two characters that are entirely legitimate and within the boundries of standard generic fantasy, then I just won't play. I mean, I can make those characters in GURPS, why can't I make them in D&D?
  199.  
  200. (Why? I'll tell you why with one word: character classes. Stupid, idiotic, restrictive for the purpose of being restrictive character classes.)
  201.  
  202. The fact of the matter is, that game has sold enormously well. Has it deserved its sales? That's not for me to say.
  203.  
  204. However, and this is important here, pay close attention:
  205. I DO THINK THAT ANY GAME THAT BEGINS WITH THE SENTENCE, "WELCOME TO THE GAME THAT HAS DEFINED THE FANTASTIC IMAGINATION FOR TWENTY-FIVE YEARS" DESERVES NOTHING LESS THAN A .357 HOLLOW-TIP BULLET STRAIGHT THROUGH THE SPINE.
  206.  
  207. As if no other game in twenty-five years has contributed anything to the industry.
  208. Every innovation that's in those books, and The Wick means EVERY INNOVATION is from another game.
  209.  
  210. There is nothing new in the PG. Absolutely nothing. You can go through, point-by-point, and find every "new rule" in another game.
  211.  
  212. Not bad for a game that has "defined the creative imagination" for the last 25 years.
  213. It's a presumptuous statement that goes right up there on the top of my list, right next to Sen-Zar's "We had to make this game."
  214.  
  215. We've mocked the guys who wrote Sen-Zar. Mercilessly. But then, when D&D pulls the same @!#$, we ignore it, and sing its praises high unto the rafters, agreeing like the mindless, slack-jawed pod-people we are.
  216.  
  217. Well, not me. I calls 'em as I sees 'em. D&D3 is not the holy grail. It is not manna from heaven. It is not the perfect, end all be all game. It is just as wacky and flawed and screwy as it's always been, and always will be.
  218. And, frankly, its still about as much fun.
  219. No question about it: D&D is a helluva lot of fun.
  220.  
  221. But it isn't brilliant game design. It's still the same game it was when it was the butt of every gamer cliché we know. It's still the clunky, old-school, simple-minded, hack 'n' slash game it's always been.
  222.  
  223. Just like when the Academy Awards brought out Jane Fonda, welcoming her back to the fold after her two-decade long lunacy period of being married to that strange fellow who owns Atlanta, expecting all of us to be fooled.
  224. Well, I wasn't fooled. Not by Jane (she'll always be Barbarella to me) and not by D&D (she'll always be Barbarella to me, too.)
  225.  
  226. It's still D&D, folks. The game you were mocking two years ago. The game you complained about two years ago. The game you fought over two years ago. The game you refused to play ever again two years ago.
  227.  
  228. It's still D&D.
  229. It's okay to like it. It's even okay to love it. I'm not about pissing in people's punch.
  230.  
  231. But I am about calling a spade a spade, and that game is the damned Ace. Hell, it's the whole damned Royal Flush of Spades.
  232.  
  233. Don't call it anything other than what it is. It's Dee and Effin' Dee.
  234.  
  235. It don't matter how many numbers they put behind it. It will always have those stupid alignments that never made sense, it will always have character classes that keep you from making the character you really want to make, it will always reward murder and genocide with profit and power (XPs), and it will always be clunky, awkward and unbalanced.
  236.  
  237. (Not that I have any interest in "balanced" games but there are folks out there who complain that games I design aren't "balanced" but go on to sing the praises of D&D3. Listen here, buddy. Tell me about it the next time I see your fighter and he's using a longsword instead of a rapier. Wanna know why? Because a longsword does a d8 worth of damage and the rapier only does a d6.
  238.  
  239. "Aha!" you say. "But the rapier does more damage on a critical hit!" To which, I answer: "So what? Your rapier does a crit on an 18 - 20 and my longsword does a crit on 19 or 20. That means you crit 15% of the time. I crit 10% of the time. And, in the meantime, 100% of the time, I've got a better chance of doing more damage while having an only 5% less chance of getting a crit. Nice game balance there. And don't ever ask me to handle a light axe. D4 that crits 5% of the time. Why in the world would I ever waste my time with a light axe???
  240.  
  241. (But I digress.)
  242. Yes, this has been my Wasteland. Watching the internet sing the praises of D&D3, claiming it the savior-messiah of gaming.
  243.  
  244. Folks, it wasn't all that good. It wasn't bad. But, it just wasn't all that good, either. At least, not from my point of view.
  245. And it's funny.
  246.  
  247. I was at the Berkeley show a few weeks ago, listening to everyone talk about it. The Hero guys told me, "Yeah. It's dressed up Hero." I heard the Chaosium guys say, "Yeah. It's just dressed up BRPS." I even heard someone say, "They just stole a bunch of ideas from Rolemaster."
  248. Funny. No one said they stole anything from L5R or 7th Sea.
  249.  
  250. (Maybe that's because there's nothing worth stealing from them? One never can tell.)
  251. Its kinda like when every racial group in the world claimed the trade federation aliens in Episode One sounded like them. I heard Native Americans say it, I heard Chinese say it, I heard Japanese say it.
  252. Funny. No one said they sounded Irish.
  253.  
  254. (Maybe that's because nobody wants to sound Irish? One never can tell.)
  255. The fact of the matter is, D&D3 looks like a lot of different RPGs. There's just nothing new or innovative about it.
  256.  
  257. I mean, think about the games that have come out lately. Think about the way Unknown Armies handles magic (pornomancy all the way, baby!), the way Feng Shui handles combat (I have to admit, brutes - I mean, mooks are a wonderful idea)
  258.  
  259. the way Hero Wars handles myth (do I have to say anything here?), the way Orkworld handles hunting -
  260. . sorry . - and the way Conspiracy X handles psychic powers (and if you haven't seen this one, you are missing something).
  261.  
  262. And think of some older games, and the innovations they made. Cthulhu. Chill. Traveller. Over the Edge. The World of Darkness. GURPS. Hero. Rolemaster. All of these games provided essential building blocks the designers up at WotC used to create the new D&D.
  263.  
  264. And, let's face it, there is nothing new in those books. Nothing.
  265. The Saving Throw system (your traits give you bonuses) comes right out of Runequest.
  266.  
  267. Skills are not a new thing. Not even the way they handled skills (making each one a separate ability) is a new thing. I mean, come on. It wasn't even new when 7th Sea did it. Go check out TMNT (and other Palladium books) to see what I mean.
  268.  
  269. The magic system is still the same old clunky, non-linear, non-sensical magic system. Although, I have to admit, this is one place I felt the game really fell flat. I mean, I miss all those funky names for the spells. Now they read like chemical formulae.
  270. The bonuses thing is cute, but again, nothing new. It's straight out of Pendragon. Identical in nearly every way. Nothing new.
  271.  
  272. And did I mention they didn't do anything about alignment. Orks - sorry - "orcs" are still chaotic evil.
  273. Chaotic evil and tribal. I'd like to see how that works. A culture of sociopaths sounds a bit oxymoronic to me.
  274.  
  275. And did I mention half the art is black and white? In a color book, half the art is black and white.
  276. In case you missed that, let me say it again.
  277. IN A FULL COLOR BOOK, NEARLY HALF THE ART IS BLACK AND WHITE.
  278.  
  279. That's not just bad art direction. That's a waste of money.
  280.  
  281. So, to recap:
  282.  
  283. 1. D&D3 is a hardbound, full-color book with at least half of its full color pages covered with black and white illustrations.
  284.  
  285. 2. It's mechanics, while improving previous editions, are not innovative, fresh or new; simply patchworks from previous innovations.
  286.  
  287. 3. It is poorly laid out and requires a total of 3 books (a total purchase of sixty dollars) to play.
  288.  
  289. 4. It is a rulebook comprised completely of rules.
  290.  
  291. Something unseen in this industry for nearly a decade.
  292.  
  293. My conclusion?
  294. If D&D3 is a rules set for generic fantasy roleplaying. And, like every other generic fantasy game that has released in the last ten years, it should financially fail. However, this is not any other generic fantasy game.
  295.  
  296. This is Dungeons and Dragons. And because of that, it will succeed.
  297. Despite the fact it is nothing more than eight hundred pages of rules and not a single paragraph of world.
  298.  
  299. Despite the fact the rules are not well organized or explained.
  300.  
  301. Despite the fact the combat rules require the use of miniatures.
  302.  
  303. Despite the fact gamers have been complaining about this kind of book for the last ten years.
  304. Despite this fact, because it was Dungeons and Dragons, this game will sell almost 350,000 copies by the end of the year while Orkworld will probably sell about 3,000.
  305.  
  306. Sour grapes?
  307. You bet your sweet dowmga.
  308.  
  309. * * *
  310. I promised you we'd get out of the Wastelands.
  311.  
  312. But before we did, I wanted you to get a look at where my mind's been the last two weeks. And, to be honest, there's one more step into the Wastelands before we can take our first step out. Just one more. I promise.
  313.  
  314. I need to tell you one small fact about Ryan Dancey.
  315. See, I know Ryan. And Ryan knows me. It ain't no secret we haven't always seen eye to eye.
  316.  
  317. I won't get into that here. That's private stuff between me and Ryan.
  318.  
  319. But, I will tell you a quick story about me and Tom Denmark that involves Ryan in a weird kind of way.
  320.  
  321. It goes something like this.
  322.  
  323. Me and Tom and Morgan Gray (more on him later) are sitting outside a coffee shop. I'm eating a turkey sandwich with cranberry sauce. Never had it before, it's pretty neat.
  324.  
  325. They're smoking. Had that before, it ain't neat.
  326. (Something The Wife said to me just the other day. "If I was married to a smoker," she says, "I'd pour a capful of Drano into my food. Just a cap a day. And I'd eat it right in front of my smoking husband. He'd say, "What the hell are you doing?" and I'd say, "I'm killing myself. Very slowly. And you're gonna watch." She's just amazing. Okay. Back to the story.)
  327.  
  328. "We should do it," Tom says.
  329. "We should do it," Morgan says.
  330.  
  331. "You two are crazy," John says.
  332.  
  333. They're trying to convince me to do something I promised myself - and others - I would not do.
  334.  
  335. And that, my friends, is write an adventure using the d20 System.
  336.  
  337. "It's like when CCGs first took off," Tom says. And he's right.
  338. "We've got to get on there quick, before we're just another adventure," Morgan says. And he's right.
  339. "I can't," I say. And I'm right.
  340.  
  341. See, I know Ryan.
  342.  
  343. Worked with him for five years. And there's a proud little part of me that doesn't buy into all this d20 hype. I won't. It's a fad. Besides, I won't write something for d20, even if it is for a quick buck, because that'll prove that Ryan was right.
  344.  
  345. I'll be just like everyone else jumping on the bandwagon.
  346.  
  347. Everyone else so eager to prove that Ryan Dancey was right about the game industry: sooner or later, everything will be d20 whether game designers like it or not.
  348.  
  349. The fans will demand it. Game companies have to either make d20 products or go out of business.
  350.  
  351. The more d20 products there are out there, the harder it will be for anything else to make a mark in the market.
  352.  
  353. And, if I jump on the bandwagon, Wick Fanboys (hi guys!) will shout "Sell Out!" and throw eggs at my house.
  354.  
  355. Besides. I already made Ryan Dancey plenty of money. When they sold Five Rings Publishing to Wizards of the Coast, there were a bunch of people who saw a whole lot of money.
  356.  
  357. No-one on the design team was on that list of people. Not me, not Dave Williams, not D.J. Trindle, not Rob Vaux, not Matt Wilson, not Matt Staroscik.
  358. Not one of us. Not one red cent.
  359.  
  360. "I've already made Ryan Dancey a lot of money," I tell them. "I'm not interested in making him more."
  361.  
  362. That's when Tom Denmark looks me in the eye with a smile on his face and he tells me:
  363. "Then it's time you let Ryan Dancey make you a lot of money."
  364. And, my friends, that was only the second time in recorded history John Wick couldn't think of anything to say.
  365.  
  366. To top it off, Morgan says this:
  367. "Besides, the book we'll do will kick the @!#$ out of anything they're gonna do."
  368.  
  369. Then, he goes on to tell me that Ryan said D&D fans will hold the Player's Handbook up to the rest of the industry and say, "The bar just got raised." He smiles.
  370. "Let's do a book the D&D players hold up to Ryan and say
  371.  
  372. 'The bar just got raised.'"
  373. I won't count that as the third time. It was just an amendment on the second time.
  374.  
  375. So, there I am. Sitting there. Thunderstruck. Dumbfounded. Flabbergasted. Discombobulated.
  376.  
  377. . So, what do I say?
  378. "All right," I say. "Let's steal Ryan's customers."
  379.  
  380. Ryan once said that he intended to use the PLAYER'S HANDBOOK as a weapon against the rest of the industry.
  381.  
  382. He said he'd print a full-color, hardbound two-hundred plus page book for only twenty bucks, and the fans would hold that book up to the rest of the industry and say, "Why can't you make something this good?"
  383.  
  384. Well, friends and neighbors, I have seen D&D3, and I can tell you this:
  385. I'm doing a d20 Adventure.
  386. I've seen the best WotC can do.
  387. It was s***.
  388.  
  389. I'm gonna blow their socks off.
  390. And they'll hold that book up at the steps of Wizards Central and shout at the top of their lungs: "Why can't you make something this good?"
  391.  
  392. I've taken my first step out of the Wasteland.
  393.  
  394. Thanks to a guy named Percival, hiding in the skins and clothes of Tom Denmark and Morgan Gray. They showed me something I'd forgotten:
  395. Gaming is about fun. Providing a tool for others to have fun.
  396.  
  397. I'm back. Back in the saddle, ready to finish what I started
  398.  
  399. Namely, ready to finish Warhamster for John Kovalic, ready to finish The Book of Villains for Green Knight, and ready to finish The Flux for myself.
  400.  
  401. And a few other things as well. More on them later.
  402. Take good care of yourselves. Don't get lost in that Wasteland.
  403.  
  404. It's a nasty place. And the only guy who knows how to get out is a funny lookin' pair of fellas living in the Bay Area.
  405.  
  406. And I owe them much.
  407. (PS: I will update Orkworld.com this week with a few goodies. And, next week, I'll show you what's up with Warhamster. Boy. It's been a long road. See you on the other side.)
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