🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦

My Dearest Sinophobes:

Your knee-jerk downvoting of anything that features any hint of Chinese content doesn’t hurt my feelings. It just makes me point an laugh, Nelson Muntz style as you demonstrate time and again just how weak American snowflake culture really is.

Hugs & Kisses, 张殿李

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Cake day: November 14th, 2023

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  • I’m not sure how you could be in the '90s, walk into a game store to get your AD&D books, and not see at the very least the White Wolf books and Call of Cthulhu. And quite possibly a bunch of other smaller-press books. Even comic shops in the early to mid '90s had more variety and selection in RPGs than modern game shops¹ tend to have.

    So there’s “not being obsessed” and then there’s “must be wearing some very heavy blinders”. And the people who published those AD&D fixes in the '90s had to have been wearing blinders with pinholes in them.


    ¹ In my Summer 2024 trip across Canada I made a point of visiting many game shops and they were shockingly almost all board games with a few minor D&D selections; like not even the core rules of D&D. Ottawa and Calgary were the only two places that had respectable RPG selections in some shops; Fandom II in Ottawa and the Sentry Box in Calgary. In the late '80s and early '90s even a cow town like Regina, Sasksatchewan had three game shops with decent RPG selection.





  • There was a whole phase in early “game design” where every game was basically D&D with a bit of a facelift here and there. Genuinely new games were few and far between (and are the celebrated games of the era now). Then the '80s happened and game design went all over the place with wildly creative ways of doing things happening (and like every wildly creative phase in any discipline, a lot of it was a really stupid direction to take things, so withered quickly on the vine).

    Then this weird phase happened in the early '90s where people nobody had ever heard of or from came out of the woodwork to tout their “grand new RPG” that “solved all the problems of previous games” … and it was always just another variant of D&D. These were people who’d been playing (usually) AD&D for over a decade building up house rules and then deciding that they would publish these house rules as a “new” game system. And it was clear they’d never even once been in a game store, not to mention talking with other designers or playing other games, over their entire span. Because they would “solve” things by proudly proclaiming the number of classes they had so you could play the character you want. (One game had 114 classes!) Or how you could play any race and class in combination. Or, you know, things that hadn’t been an issue at all since the introduction of Runequest in 1978.

    It was always so tragic. These games were amateur in the literal sense: the product of great love. A lot of time, effort, and money had gone into their publication. And they were doomed on impact because while they were, arguably, an improvement over AD&D (the king of the gaming castle at the time) they weren’t sufficiently good to be worth switching to. I had about 20, maybe even 30, of these games on my bookshelf just as a mute testament to what happens if you try to hit a market without even elementary market research.