
Phil C. |

I read your editorial piece in the new Dungeon and I thought to myself, "I have connection to none of these things." I had never heard of Dragotha, I never played in the Tomb of Horros. The first Forgotten Realms thing I bought was the revised campaign setting in the late days of TSR. For me "classic" D&D (from middle school, when I was in my height of playing) is the original Dark Sun adventure series, Dragon Mountain, Undermountain, and Player's Option books. While I understand your desire to design the classic D&D campaign, for me it doesn't have that same feel. This isn't classic D&D. For me, until 3e came out, this was the D&D of the old guys who wouldn't leave the old game behind (though, oddly, the same guys entrenched themselves even deeper when 3e came out).
Now this isn't a negative critique. The Age of Worms is awesome, as I wrote to you a couple of months ago. I just wanted to remind you that D&D isn't the same thing for all people and I, for one, miss some of the more epic things that TSR was trying to do in the late days (even if they weren't exactly succeeding at them). I feel like the Greyhawk setting is generic and my love of D&D wasn't forged in the dungeon crawl style, but rather in a Dragonlance or Dark Sun style of epic adventure. While I love the Age of Worms, it really never tugged any of those heart strings that connect me to the old games.
Keep up the good work. Go Vikes. ;)
-Phil

RaFon |

I enjoy reading the editorials. They take me back to a time before house payments,40+ hour weeks,and wondering what time the kid's track practice ends.
I miss the days when my biggest worry was whether or not I would have the adventure ready before the game on Sat.
Thanks for reminding me how cool ninjas are.

Amurayi |

The OP made a good point here. My oldest D&D memorys are some Forgotten realms SSI computer games on the Commodore 64. I asked my players what they consider "the ol`D&D days". A lot of them said "The epic adventure in the Baldur`s Gate computer game!" (PC).
Think about it! "D&D - The next generation"

Talion09 |

I don't disagree with the OP (and others since) who different opinions of what the "classic" era or "classic" setting is, since its all relative to your own memories of the game. Or memories of the computer game based on DnD, since someone brought up Baldur's Gate, and the great line of SSI DnD games.
But I personally think that classic DnD for me is Greyhawk. I can remember a time before the Forgotten Realms (or at least before the first box set anyways) and a time when Dragonlance was just starting out. When Ravenloft was a creepy adventure and not a campaign setting. Hell, I remember being excited when the "new" Fiend Folio or Monster Manual II came out, since we now had more monsters to slay.
But my favorite memories are of Greyhawk adventures. The Temple of Elemental Evil, Slavers adventures, Against the Giants, the introduction of the drow and underdark.... now that was a great campaign arc. Saltmarsh. Tomb of the Lizard King. Tomb of Horrors.
Those were the adventure that still stand out from my early DnD days. And those are the adventures that I've converted from AD&D into 2nd edition, and then again into 3.0/3.5. And my players (from differing generations) now have fond memories of those adventures as well.
---
So basically, I agree with Eric's editorial. Classic DnD is Greyhawk. At least for me anyways.

Marc Chin |

With all respect to the younger generation gamers, I'm with Talion - I grew into D&D with Greyhawk and all of the 1st Ed. modules...you name it, I either read it, played it or ran it, all the way through 2nd Ed. - although, strangely, I've avoided Forgotten Realms, Dragonlance, Dark Sun and pretty much everything outside of Greyhawk.
I might be lacking for knowledge by focusing on a single campaign setting for 25 years, but by golly, I know that world like the back of my hand.
Without having read that particular piece, I think that Erik wrote from his own frame of reference, and thus, all of us should reminisce from our own places and appreciate how the game now crosses generations, in its own way for each of us.
M

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I, too am having a blast re-running classic 1st Ed. adventures for my group, some of whom have played for 25 years, some who are completely fresh.
I picked Saltmarsh, thinking it would be so obscure... then it appeared in Dungeon in the 'Best Adventures Ever!!!!' article. And other posters have expressed their fond memories of this module and sequels, to the extent that it became the example town in DMG2!
I am quite astounded; by current standards, it's quite small and simple, but I suppose it marked a change from the 'go down the hole, beat things up and take their stuff' mentality of previous releases, so in 1981, it was probably seen as radical.
I had thought it had never appeared on the radar of US players, since it was released by TSR UK, who seemed to operate on a shoestring budget.
What I find totally surreal, is that another DM in my town started a campaign the same week I re-started mine, using the same adventure! We share a player, but I was modifying the intro and encounters for level 3 PCs anyway.
Not a bad bit of nostalgia for a slim module that's a quarter century old!

Talion09 |

With all respect to the younger generation gamers, I'm with Talion - I grew into D&D with Greyhawk and all of the 1st Ed. modules...you name it, I either read it, played it or ran it, all the way through 2nd Ed. - although, strangely, I've avoided Forgotten Realms, Dragonlance, Dark Sun and pretty much everything outside of Greyhawk.
I might be lacking for knowledge by focusing on a single campaign setting for 25 years, but by golly, I know that world like the back of my hand.
Without having read that particular piece, I think that Erik wrote from his own frame of reference, and thus, all of us should reminisce from our own places and appreciate how the game now crosses generations, in its own way for each of us.
M
I just want to add that I do have fond memories of Eberron, Forgotten Realms, Dragonlance, the various computer games... but to me, they came after the originals, thus they are relegated to a lesser status in my mind when talking about classic dnd.
* I've had the most fun I've ever had playing 3.0/3.5 in Eberron... but I can hardly call a setting that has been out for only two years a classic. Ask me again in a decade or so, lol

Phil C. |

The OP made a good point here. My oldest D&D memorys are some Forgotten realms SSI computer games on the Commodore 64. I asked my players what they consider "the ol`D&D days". A lot of them said "The epic adventure in the Baldur`s Gate computer game!" (PC).
Think about it! "D&D - The next generation"
I've got a feeling that the "next generation" of designers are probably going to be guys like me who grew up on that late TSR stuff. In many ways, I think that 3e gives us the tools to do what couldn't be done then. I find it interesting that D&D has sort of "reverted" to an earlier style, when you truly can be so much more epic, so much more fast paced.
Not that I'm not having a good time with this stuff, as I said before. I really am enjoying it and I'm sure I'll have fond memories of it in the future. It just doesn't tug on the heartstrings.

Demiurge 1138 RPG Superstar 2013 Top 8 |

Maybe I'm just retro. My oldest memories of D&D were flipping through the 2nd Edition Monstrous Manual at Boy Scout camp and playing Baldur's Gate. But you know what? I love the "old" D&D. I own a copy of Palace of the Silver Princess (the second, edited edition, alas). I ran my players through the Tomb of Horrors and had a great time. I love all the little shout-outs to the Against the Giants days that are making their way into Dungeon.
So it could be that I'm feeling nostalgia for a time I wasn't alive, I don't know. I'm just saying that the classics can even be classic for those who weren't around to experience them the first time.

Tzor |

Gosh I feel old. Real old. Older than ... well not that old.
To me classic D&D was the game I never played but saw. I started with AD&D 1st edition in 1980. I played each and every edition of AD&D and played the New D&D or 3E and 3.5E.
Classic D&D was a few small paperback books, where elves were a "class."
AD&D, on the other hand was a sophisticated game best played by mature college students. (Until that fateful day when I saw E.T. and thought ... how can kids know the subtlies of ROLE PLAYING. And yes that was in 1E when role playing really was roll playing. My how times have changed.)
Now when I mention "roll" playing I mean the process of character creation where you literally had to use one hundred custom tables taken from whatever third party designer had the time to write them up to make your character. Race, class, height, weight, number of brothers and sisters, family's rank in society, and all that sort of stuff.

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Playing several hundred RPGA games in about a dozen states across the USA and interacting with international gamers as the co-founded and campaign manager of Living Greyhawk, I have a deep appreciation for the different ways people play D&D.
Age of Worms is my chance to give a hurrah for the type of game I was raised playing, and the type of game that was most popular when the game itself was most popular. Given the demographics of the magazine, I think a large number of our readers probably appreciate what we've been doing, at least in part because of nostalgia.
And, really, you're getting in on things like Dragotha now. I think it would be cool if, in 20 years, someone who got started with this run of Dungeon published a "return to the Age of Worms" or some sort of follow-up that continues to build on a shared mythology that is now more than 30 years strong.
That said, we'd be foolish to follow up the Age of Worms with twelve adventures along the same bent, so expect something different for the next Adventure Path.
--Erik

oldcoast |

Age of Worms is my chance to give a hurrah for the type of game I was raised playing, and the type of game that was most popular when the game itself was most popular. Given the demographics of the magazine, I think a large number of our readers probably feel the same way.
Yup, it was a great Ed. and its nostaglia of those early memories reminded me of why I started playing again after a long absence with the 3rd Ed release. As long as you're putting out stuff like AoW, you got my money.

Lady Aurora |

No offense, Phil C, but I'm not sure I grasp the purpose of this thread. Maybe I'm just dense but are you saying that Erik was wrong or even inaccurate to equate "classic" DnD with stuff from first and 2nd edition, mythology from 20 years ago just because you personally didn't happen to be involved then? That seems a little egocentric to me. I'm sorry if you didn't feel the tug of heartstrings or experience the nostalgia that the authors were going for with this AoW but why complain against those who did?
My Dad tells great stories about old cars that he had back in the "good ol' days" and though I've only ever seen a deuce coupe in parades and at car shows I can appreciate the nostalgia HE feels when he sees one.
What I'm trying to say is that it is impossible to give the "old time feeling" to everyone because, after 30 years, you can't cover all the bases from the person who bought the first boxed set to the person who just picked up the magazine for the first time yesterday. I think it's fair and accurate to give a nod to those of us who *were* around in the early days and are still enjoying the game - we are a significant portion of Paizo's readership, after all. And don't worry, in no time at all there'll be *flashback* references to such "oldies but goodies" as Baldur's Gate and even Eberron!

Phil C. |

Playing several hundred RPGA games in about a dozen states across the USA and interacting with international gamers as the co-founded and campaign manager of Living Greyhawk, I have a deep appreciation for the different ways people play D&D.
Age of Worms is my chance to give a hurrah for the type of game I was raised playing, and the type of game that was most popular when the game itself was most popular. Given the demographics of the magazine, I think a large number of our readers probably appreciate what we've been doing, at least in part because of nostalgia.
And, really, you're getting in on things like Dragotha now. I think it would be cool if, in 20 years, someone who got started with this run of Dungeon published a "return to the Age of Worms" or some sort of follow-up that continues to build on a shared mythology that is now more than 30 years strong.
That said, we'd be foolish to follow up the Age of Worms with twelve adventures along the same bent, so expect something different for the next Adventure Path.
--Erik
I think it's cool that you're in a position where you can do that, and you're right, I'm totally getting into this campaign. These adventures are great, and as I said in my letter, these are some of the best issues of Dungeon and Dragon that I've ever seen.
I'm not sure why I felt compelled to make the post, but I just thought it was interesting to sort of see that generational gap that has appeared in Dungeon/Dragon material. If you think about everything as cyclical you see certain things coming around for a second swing every 20 or 30 years. In pop music that means you have bands like Franz Ferdinand or The Killers who have an 80s New Wave bent to them. In D&D it means Dragotha rises from the mists of old school Dungeons & Dragons. But then, there's always a disconnect for some people.
I hope I didn't offend anyone with my observations. I just thought it was curious. I don't feel like it was selfish to point this out because in some ways I was writing for an entire generation of gamers who missed the early stuff.

Legendarius |

The classics for me were the old boxed sets. My brother and I and our friend down the street first played "Expert" D&D during a vacation week at the shore with some guys across the street with a run through Castle Amber. Our friend DM'd for us after that. We used the coffee table and played after school. The first adventure my friend ran for my brother and I was B2 Keep on the Borderlands, followed by B3, B4 and X1. Lots of other adventures after those early days.
Erik (and the rest of the Dungeon staff) keep up the great work. I haven't had the time to run a Shackled City or Age of Worms game but hope to some day. This latest issue rocks. Dragotha is awesome and his treasure horde is SWEET!
L

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...
Age of Worms is my chance to give a hurrah for the type of game I was raised playing, and the type of game that was most popular when the game itself was most popular. Given the demographics of the magazine, I think a large number of our readers probably appreciate what we've been doing, at least in part because of nostalgia.
...
That said, we'd be foolish to follow up the Age of Worms with twelve adventures along the same bent, so expect something different for the next Adventure Path.--Erik
To that end I may have to switch from my monthly hunt to a subscription just to cast my vote of appreciation for the way things are going!

Scoti Garbidis |

Age of Worms is my chance to give a hurrah for the type of game I was raised playing, and the type of game that was most popular when the game itself was most popular.
I just want to say that I am loving the Age of Worms AP. I ran a homebrew world for seven years before i even knew what a campaign setting was. I just created my own world and went. When I read Erik's editorials, I can just imagine the flare in his eyes remembering his first days of gaming. That thought then hits me and I see myself buying my first D&D product. A copy of the AD&D PHB in the Denver train station on somewhat of a whim.
Almost ten years later, by a friend of a friend, I was introduced to Greyhawk. I immediately loved the setting, especially since my DM is a meticulous historian of his world and makes it come alive. Since then I have grown more curious of Greyhawk and began running my own Greyhawk campaign.
When Age of Worms came out, I felt that I was finally gonna be able to live my own "Glory Days" of Greyhawk. They truly are memorable already as my current group is just finished with The Whispering Cairn and loving it.
Thank you to the entire Dungeon staff for making the magazine so great and for giving those of us who found Greyhawk shortly before 3rd Edition, a chance to create our own Greyhawk moments.

Talion09 |

The classics for me were the old boxed sets. My brother and I and our friend down the street first played "Expert" D&D during a vacation week at the shore with some guys across the street with a run through Castle Amber. ...
L
Funny, but off topic:
My first experience was playing AD&D, and *then* I went to the boxed sets (basic, expert, etc)... and then I went back to AD&D, then on to 2nd edition, 3.0/3.5, etc.
I guess the AD&D stuff was a little harder for a 10 year old kid, so I was given the good old boxed sets... This just got brought back to mind from the "elves as a class" comment

jokamachi |

My first experience with D&D was the Steading of the Hill Giant Chief. I was about ten years old, had a thin grasp of the rules, and was utterly absorbed by AD&D and all it had to offer. I left the game in 85' to chase girls, start college, and live overseas, but I finally returned to the fold in 2000. It was worth the wait, though, especially since I had fifteen years of material to catch up on.
Great game. Great campaign. Can't wait to run it for my players.

Clark Peterson Legendary Games, Necromancer Games |

You know, its funny. I was talking to Erik the other day. I consider him a friend. And in the "gaming industry (dont get me started on that) he is about one of the coolest and most tuned in guys you will meet. I am all about "classic D&D." Heck, I run a d20 company that has classic D&D nostalgia as a prime component. I just published Judges Guild's gi-normous Wilderlands setting.
But yet here I am about to run Shackled City.
Why?
Because one of the coolest things that I loved about classic d&d was the "shared experience" of those 1E modules. Everyone had gone through the Giants and Drow, Tomb of Horrors, etc. They were a common reference.
Today, I think the Drizzt novels and Baldurs Gate are probably the shared common base of reference.
But Erik added to that (and Chris before him). Erik added Shackled City (shepherded it to completion anyway) and now Age of Worms.
To me, those campaigns are going to be the new shared experience of current D&D. That is why I am running them. I want to be a part of that shared experience.
Clark

Dr. Johnny Fever |
To me, those campaigns are going to be the new shared experience of current D&D. That is why I am running them. I want to be a part of that shared experience.Clark
I don't want to derail this thread, but I did want to add that it is nice to see gaming industry veterans (Clark) chime in on these forums. Not to sound all weepy, but it adds a sense of 'community', for lack of a better word, that warms the heart.
Also, the above quote is high praise indeed coming from a man whose company published what is, IMHO, the greatest single dungeon crawling experience of all time, Rappan Athuk. I won't do these boards more disservice by plugging this mega adventure any more other than saying that it's a dungeon with more personality than most of the characters that will adventure in it.
Okay, now to get this post back on track with the spirit of this thread. I consider myself one of the old-schoolers. I'm 34 and have been playing D&D since 1982. I say with great pride, confidence and enough nostalgia that it brings a lump to my throat that the earliest published adventures (Village of Hommlet, Temple of Elemental Evil, Slavers Series, Against the Giants, Descent Into the Depths of the Earth, Vault of the Drow, Queen of the Demonweb Pits, Pharoah, Oasis of the White Palm, Lost Tomb of Martek, The Lost City, Tomb of Horrors, Castle Amber, etc.) are 'classics' not only because of their age, but because of their innovative design, memorable NPCs and overall 'fun factor'.
Even the art in those early adventures was groundbreaking and contributed significantly to the overall reader (usually the DM) enjoyment of the module. I pray that I'm not going to get this name wrong, but I believe it was Tom Moldvay that used to do so much of the early D&D module interiors. His style was wonderfully humorous and his facial expressions were extremely detailed. Does anyone else remember the inside cover to 'Oasis of the White Palm' with a caption that said something like 'The sultan has treated your party very well, and you would never want to insult him. But your friend, what is he saying?' Awesome stuff. Or the drug-abusing Cynidiceans (sp?) from 'The Lost City'? Also I believe it was Mr. Moldvay (someone please correct me if I'm getting the name wrong) that went on to illustrate the original 'Paranoia' rpg (yet another classic).
Above, I mentioned memorable NPCs as one of the characteristics of the classic early adventures. Burne and Rufus. Iuz. Lolth. Eclavdra. Acerak the Demilich. King Snurre. The Slave Lords. Sakatha (a vampiric lizard king!). Black Razor, Whelm and Wave (yes they were items, but they had lots of personality). Lareth, dark hope of Chaotic Evil (challenged only Mike Mearls, if the rumors are to be believed). These are NPCs that have lived on in supplements and articles long after their modules had yellowed and been sent to .pdf. I believe that it was Ed Greenwood who said that his first tip to DMs was to create unique, memorable NPCs. DM advice for the ages.
Let me go on record as saying that the likes of these early adventures have never, IMHO, been exceeded and only rarely have they been equalled since in terms of memorability and overall 'fun factor'. Still, there were some adventures between 1985 and 2000 (start of 3rd edition) that I would label as classics. The original Ravenloft adventure (pure gaming gold). Ruins of Adventure (based on the crpg 'Pool of Radiance'; notable for giving so many different adventure options to the players at any given time). The entire Bloodstone Wars Forgotten Realms series (showed that high level D&D gaming was not only possible, but could be fun and rewarding as well). Return to the Tomb of Horrors. The Night Below underdark campaign (notable not only because it was well written, but also because it was one of the first attempts to provide an entire campaign to DMs). Dragon Mountain (provided one of the most memorable red dragons of all time, Infyrana). Egg of the Phoenix (A sentient evil moon? Illusion covered zombies performing menial labor? Pure gaming goodness here folks). There were also a few Dungeon adventures during this period that I recall with great fondness (I'm going to get the names wrong I know but 'The Mud Tomb' and 'The Mere of Dead Men' spring to mind), but overall I was not terribly impressed with Dungeon from, say, 1992-2000. It got better after 3rd edition.
Speaking of which, that brings us to 3rd edition/3.5 revised. I'll be the first to say that I think that both the 3rd edition and the 3.5 revision were major improvements to the game and a much needed shot in the arm to the industry as a whole. Anyone else remember the horrible six months or so in 1999-2000 where NO new material was released (having TSR go out of business would have that effect) and it looked as though the game we all love was headed the way of the Gremlin (the car not the monster) and moon boots? Dark days indeed my friends, dark days indeed. But to all of our amazement suddenly 'THAC0' and 'Saves vs. Wand/Staff/Rod' were out and 'Base Attack Bonus' and 'Prestige Classes' were in! Huzzah! Anyhoo....how bout them adventures since 3/3.5 has come about?
To say that we (the purchasing public) were inundated with a landslide of adventures when 3.0 went live would be an understatement. Anybody and everybody started publishing adventures, source books, adventures, maps, adventures, playing aids, adventures, fiction, adventures oh and adventures. Unfortunately, most of it (with the unnecessary IMHO attached) was pure dreck. Some of the adventures were worth the purchase price but not truly remarkable. Some rare few, however, have been exceptional. Let's take a looksee at these rarest of creatures....the new classics.
First off, Green Ronin's Freeport series (especially the original 3 adventures). A city run by pirates, for pirates. You know it's good when you, as DM, just enjoy reading the background in the module before ever running it. Now I'm going to get this next one wrong, but something like 'City of Gaxmoore'. It was written by Gary Gygax's sons and published through Troll Lord Games iirc. A wide open destroyed city with multiple factions vying for power. Enormous roleplaying and combat potential. Next up would be 'City of the Spider Queen' by Wizards of the Coast; a phenomenal super adventure that highlighted how to run complex, fairly high level NPCs in a fun, efficient way. 'Forge of Fury', also by Wizards, which was fun because it threw the characters up against a pissed off black dragon at about 4th level. MWU-HA-HA-HA. Ahem. Finally from Wizards, the recent (last month) super module 'Red Hand of Doom'. While I haven't had a chance to run this one yet, I have a sweet tooth for adventures that allow the PCs to impact a large, sweeping war by going on smaller-scale tactical missions ala Lord of the Rings.
Sigh. Okay. I'm going to try to not sound like a gushing fan boy here, but I can't talk about the modern classics without mentioning the guys at Necromancer Games. Maybe it's because their motto of '1st edition feel, 3rd edition rules' is like some kind of heavenly mantra to my ears, but darn it, these guys do good work. Go get Rappan Athuk. Just do it. DMs will thank me, players will drive by my home and shoot bottle rockets at my car (bastards!). Also from NG I highly recommend 'Crucible of Freya'. It has a very 'Village of Hommlet' feel while not being any sort of an imitator.
Now, after all this rambling (much of it on products not published by Paizo or Wizards, sorry), we get to the adventures published in Dungeon Magazine. I've already mentioned that I feel as though the switch to 3rd edition seemed like some sort of watershed era for the magazine. Since 2000 the quality of the adventures has gotten better and better. Some have even made my 'classics' list.
First off, let me say that I don't have my collection in front of me (shhhh, I'm at work, but it'll be our little secret), so please bear with me if don't get the names exactly right.
'The Storm Giant's Daughter'. I am a HUGE sucker for epic level adventures and material in general (darn it WotC, publish an 'Expanded Epic Level Handbook' already!!!!). Erik Mona, if you don't start publishing more epic level adventures I'm going to need to write some proposals myself and send them into Dungeon for review and nobody wants that.
'The Vampires of Waterdeep' series. I'm a huge Forgotten Realms fanboy (okay, maybe I'm Greyhawk first, FR second and Eberron a slowly climbing third, but still I likes me some FR stuff!!!), and this series provided a great city-based multi-adventure experience. More FR stuff please. Heck, if you can get Eric Boyd to write an epic level, FR-based adventure ('Armwrestling Tempus' sounds catchy, right?) I'll do your laundry for a week.
The 'Against the Giants'-ish/Sterich/Istivin series from last year. Given my early gaming era roots, these adventures really called out me and my gaming group.
Finally (yes, this post does end eventually), there is the Shackled City and Age of Worms Adventure Paths. Now, I can't say that every adventure of these two series has been a 'classic' (although all of them have been good and worth the time to run at the gaming table), there have been a few that made my personal favorites list.
'Life's Bazaar' (Shackled City, but you already knew that, didn't you?) was great because of a) the variety of opponents, b) the different types of gameplay (information gathering, role playing opportunities, combat), and the difficult combats (without being automatic TPKs).
'Three Faces of Evil'. Besides fighting dragons, is there anything more quintessentially D&D than fighting evil cultists? How bout fighting 3 different cults worth of evil cultists in multiple environment types (caves, mazes)? Good stuff.
Okay, lets sum things up. Early adventures = classics. Adventures from 1985 - 2000 = mostly bleh but also a few real gems. Everything post 2000 = alot of bleh but the top adventure producers have stayed strong while the rest have shriveled up and disappeared and now Dungeon has become a top producer of potential 'classics' every month.
As a final shameless plug for the magazine I'll say that, for my money, Dungeon has never been better. The quality stays consistently high and you've finally hit the right monthly format. By this I mean the split between one low level, one medium level and one high level adventure/month. I can't say enough good things about the Adventure Paths as a concept. The only thing better for DMs (and by extension, the gaming group) than a high quality, fun to run adventure is a series of them strung together by a strong backstory and supporting details. You're producing these each and every month now. Please don't ever stop.
Oh, did I mention I'd like to see more epic adventures in Dungeon?

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Great, great thread! Makes me feel kind of "old" though ;)
The above is all correct and brings back font memories of past days.
One thing I would like to add:
Even if I haven't started the AoW-AP (I will, don't worry), I still feel kind of sharing the memories and belonging to all those AoW-players (or SC-players)!
Why, you might ask?!
Because of the Dungeon Magazine, these messageboards and the letter-section in both, Dargon and Dungeon (never skip these, as it was requested in #134)!
Reading stuff and sharing experiences, even if I presently can't contribute to them in regard to AoW is very nice, and realy gives me this community-feeling which I thought long dead. But nowadays, as I said before in another thread - your magazine makes me feel closer to the game than ever before!

BOZ |

you've got to love Age of Worms as well if you're a big fan of D&D nostalgia.
i mean come on; kyuss is the main villan, dragotha is the secondary, and you've got things like froghemoths and thessalhydras (Clark might recognize those two; seen the Tome of Horrors lately?) roaming around.
that's got first edition nostalgia written all over it! :)

William Pall |

As a DM running the Age Worms (just a little under a third of the way through 3FoE right now) that is somewhat new to the DnD realm (started with 3rd edition), I was puzzled when I got the latest issue of dragon out of my mailbox and it heralded something about the original undead dragon. Knowing that one of the final installments of the AoW's was in the issue I was skeptical they were refering to Dragotha. Then I read Erik's Editorial.
Wow.
As I said, I'm somewhat new to the DnD Landscape. But the players in my group have been playing DnD for as long as I'm alive. They all fondly remember DnD before there was such a thing as an edition of it.
After reading erik's editorial, and the new perspective I have on the people of the AoW . . . even though I'm converting it to Eberron as we go, i'm sure my players will get even more out of the adventure than I originally thought.
Granted, I should've gotten a hint of it when they immediately recognized the green worm in filge's possession. (Not that their characters knew, they still needed allustan for that.)
So, in fear of startingto ramble i'll cutt his short. Whether the origins of the AoW are "classic" DnD or not . . . It's definately someting that will be fantasticaly entertaining.
Thank you Erik & Co.

Clark Peterson Legendary Games, Necromancer Games |

Johnny-
I'm with you. I think Dungeon has never been better. And it is because Erik Mona has big huge balls. He has taken some risks and changed a bunch of things. He has not been afraid to just make the mag the best it can be. Chris did a great job before him with the Adventure Path idea getting started. But I really think Erik is the man. Dungeon is, IMHO, essential. I wouldnt be cought dead without it.
And the adventures are just getting better and better. It used to be every now and then you got a good one with some mediocre ones. But now a days, just about every adventure I read I say "man that was good." Now most of that is a credit to awesome submissions. But the editors at Dungeon are really on their game and Erik's direction (and willingness to change direction to improve the mag) are the primary reason.
Dungeon rules right now.
Clark

Faraer |
I wish Wizards would keep the best of the older work in print, that the industry wasn't so focused on frontlist, that people didn't consider anything 10+ years in the past as old (and sometimes 'dated' or even 'outdated') and write off those who like it as nostalgics... generally, that the lore of D&D was random-access rather than perceived as a series of briefly flaring then dwindling events. Do not give in to or cooperate with the desolation of time more than is absolutely necessary.

Clark Peterson Legendary Games, Necromancer Games |

When I was really getting Necromancer Games up and running I considered Dungeon to be my biggest obstacle. Why would someone spend $8+ for my adventure when they could spend $6 or $7 for an issue of Dungeon and get three adventures in full color that are not limited by d20 and are "official"? That was a big design question I faced. As a result, I left the smaller adventure format because I felt no one could do it better than Dungeon. And I think I am right on that. Particularly under Erik's stewardship, Dungeon is an amazing value and an amazing product. So I moved to "mini-campaigns" and larger books.
So maybe it is funny for me to pump up a product (Dungeon) that I compete with for purchasers. But in my view, I am a gamer first and a d20 publisher second. And D&D would be worse without Dungeon, in particular without Dungeon as Erik currently has it running. The mag is just P-H-A-T fat!
I havent alwasy liked everything Erik tried, but he had the balls to try it and find out if it worked or not. I hated seeing Polyhedron go. But it made the mag better. I personally loved the minigames. But he kept a razor focus on what Dungeon needed to be and he was right. Heck, how many times did he change the format? Normally that is suicide for a publication. But he stuck with it until he found the right recipie. And man, did he ever find it.
I just cant say enough good thinks about the job the guys have done at Dungeon. I mention Erik because he and I are friends. But really the whole staff is just kicking major a&& right now.
You guys over there have a whole lot to be proud of. And if you know me, you know I am not one to throw out praise lightly.
Clark

Jeremy Mac Donald |

I've got a feeling that the "next generation" of designers are probably going to be guys like me who grew up on that late TSR stuff. In many ways, I think that 3e gives us the tools to do what couldn't be done then. I find it interesting that D&D has sort of "reverted" to an earlier style, when you truly can be so much more epic, so much more fast paced.Not that I'm not having a good time with this stuff, as I said before. I really am enjoying it and I'm sure I'll have fond memories of it in the future. It just doesn't tug on the heartstrings.
Your right of course that eventually there will be a next generation that got into the game when Dragonlance had just come out and later there will be those that started to play after Eberron had been out for 5 years etc.
That said your not going to see that day anytime soon. The old Red Books and the first Edition Players Handbook roped in a lot of kids that were oh roughly about 8 years old then. Most of use would be in our 30s now - writing is one of those jobs you can do into your sixties and seventies furthermore, on average, the older you are the more senoir a position you have with a company - so one can expect that many of the most influential writers for D&D will generally be those 8 year old kids for another 30 years or so. Of course not every good writer will be from this demographic - some one could start playing today and be making a big splash in the industry in 5 years, good writing will obvously stand out no matter the demographic. But I think you will be an old man yourself before the current generation really exits the field.

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I hope I didn't offend anyone with my observations. I just thought it was curious.
Be not down-hearted Phil C, I am largely with you. D&D really began for me with 3E, so lots of the "in-jokes" or whatever are lost on me. Like you, I have utmost respect for the history of the game and the experiences of those who enjoyed it in its earlier incarnations. But there does feel, to me, a slight disconnect between the "Oh, I remember that" stuff, like the fuss over the froghemoth, and me seeing it as just a slightly dumb monster.
I've got no problem with it - D&D has a history, and it should be enjoyed and used to the fullest. But I also think that people need to be careful that it doesn't turn into a nostalgia-fest. The hobby won't attract new blood if all anyone ever sees is oldtimers going on about how great it was in the 80's, and designing adventures to bring a warm glow to those who were at GenCon '82.
That said, Dungeon is in the best state it has ever been, in my opinion (and I subscribed, if didn't play, for years before 3E). I don't think there is a problem with the AoW or the editorial policy or anything like that. But I think we would be better concentrating on the glorious future of D&D rather than its past, sometimes.