Whilst taking a look at a very old copy of ad&d the other day i found this Foreward to the book. I'll copy it verbatim (any words in cpaitals appear as such in the book) but it might be worth keeping this in mind during these interesting and changing times.
******
Players, players, and more players - that's what comprises the D&D phenomenon. And phenomenal is what it is, as the audience for this, the granddaddy of all role-playing games, continues to expand. D&D players, happily, come in all shapes and sizes, and even a fair number of women are counted among those who regularly play the game - making DUNGEONS & DRAGONS somewhat special in this regard.This widespread appeal cuts across many boundaries of interest and background, which means that D&D players are marked by a wide range of diversity. In fact, one could easily use the analogy that there are as many types of D&D players as there are D&D monsters (after that, draw your own conclusions!). There are unquestionably fast players, slow players, clever players, foolish players, cautious players, reckless players, generous players, greedy players, friendly players, and obnoxious players ... As diverse as this melange of enthusiasts is, they all seem to share one commonality: a real love for DUNGEONS & DRAGONS and a devotion that few other games can claim. This remarkable loyalty is a great factor in the game's explosion of popularity, and DUNGEONS & DRAGONS has become a gaming cult, as avid D&Der's have ceaselessly "spread the gospel", enrolling new players in expanding groups which just seem to grow and grow. If you're reading this, then you're a D&D player - and this book is for you! This is the second release of the ADVANCED DUNGEONS & DRAGONS series, and is designed to be a player's book in every respect - giving you all the background you require on the game system, as well as the information you'll need to go adventuring. Although this book does not stand alone in terms of supplying all information needed to undertake a campaign, it will complement the other two parts of the whole (the previously released MONSTER MANUAL and the upcoming DUNGEON MASTERS GUIDE) to provide the entirety of what will be ADVANCED DUNGEONS & DRAGONS (along with a greatly expanded version of GODS, DEMI-GODS 8 HEROES which will follow). The sheer bulk of this book may seem considerable (and it is, of course), but there are many things not included. These things (such as the details of the combat tables, for instance) are those parts of the game that rightly fall outside the realm of player reference, and thus are included instead in the more voluminous DUNGEON MASTERS GUIDE. As the author points out, this bit of the "unknown" outside of the players' normal reach will make the game much more interesting and challenging. ADVANCED DUNGEONS & DRAGONS is a game that is demanding for players and Dungeon Masters alike, but the rewards in terms of enjoyment are vast. There is nothing quite like a successful D&D campaign, and its success is based upon the efforts of all participants. The Dungeon Master is pivotal, of course, but the players are just as important, for they are the primary actors and actresses in the fascinating drama which unfolds before them. For that reason, their outlook and their conduct will greatly affect the flavor and tempo of the campaign. Accordingly, they should do their best to further the success of the entire undertaking. This is often no more than a matter of simple etiquette, and following a few simple guidelines will suffice to make the game experience more fun for everyone concerned, to wit: Be an organized player; have the necessary information on your character readily at hand and available to the Dungeon Master. Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with deference to his position as game moderator. Be prepared to accept his decision as final and remember that not everything in the game will always go your way! Cooperate with the other players and respect their right to participate. Encourage new and novice players by making suggestions and allowing them to make decisions on courses of action rather than dictating their responses. If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines if your character is going to be included in the adventuring group; be prepared to accept the consequences, good or bad, in any case. Get in the spirit of the game, and use your persona to play with a special personality all its own. Interact with the other player characters and non-player characters to give the game campaign a unique flavor and "life". Above all, let yourself go, and enjoy! Enough of the preliminaries - let's get on with the game! Let's see now, where did I stash away all those material components?. . . Mike Carr TSR Games & Rules Editor 2 June 1978
******
So that's the foreward from a book from approx. 1978. All that said, hopefully, when all is said and done and the various kerfuffles have been resolved, forums such as these and players such as you and I will look back on our time with this game fondly. And if any of us decide it's nolonger our game of choice then might I offer up a glass of whatever libation you deem appropriate to whichever God, Gods, supernatural entities or philosphical school of thought you deem appropriate and offer up a hearty Cheers and thanks for the memories!
Wizards might own the D&D brand, but they can't ever own D&D. Here's a snippet from 5e's PHB.
"Above all else, D&D is yours. The friendships you make around the table will be unique to you. The adventures you embark on, the characters you create, the memories you make—these will be yours. D&D is your personal corner of the universe, a place where you have free reign to do as you wish.
Go forth now. Read the rules of the game and the story of its worlds, but always remember that you are the one who brings them to life. They are nothing without the spark of life that you give them.
For me the name D&D isn't a product line belonging to a toy company.
For me Dungeons and dragons is my hobby. The owner of the trademark isn't the experience, they are merely the holders of the repository of knowledge collected over the years. They make the books containing one of the many rules sets that encompass this hobby.
6e will be just another way to pay for this repository. like it or not.
We still have our favorite versions of the game and since we bought all the books for that version and most likely still own them, the keepers of the lore have very little hold over us, they need us more than we need them, especially now that there are thousands of pdfs out there with everything ever written in them. So we really don't even need them for that. In reality all they have is the hope that people find themselves looking forward to another version of the game, I can't say I know of a lot of people who actually are, to be honest.
The preface of the 1e dungeon masters guide tells me all I need to know about the game. it was given to me to do as I please within the bounds of the rules but that the rules are merely guidelines to guide me on my journey through the realms of my imagination.
No where else in the multiverse can you find a western styled magically technological world. I have a lot of old dungeons and archaic maps from a lifetime ago to fall back on. some I'm embarrassed to admit I wrote, but hey.
So as Rob76 points out, the hobby is bigger than the company that owns the rights to use the trademark will ever be. Sometimes they're even their own worst enemy. Ain't that right TSR.
(boy i hate looking for lower case i's, any other writing software will automatically make lower case i's to upper case if left with spaces on either side! gotta edit everything)
Wizards might own the D&D brand, but they can't ever own D&D. Here's a snippet from 5e's PHB.
"Above all else, D&D is yours. The friendships you make around the table will be unique to you. The adventures you embark on, the characters you create, the memories you make—these will be yours. D&D is your personal corner of the universe, a place where you have free reign to do as you wish.
Go forth now. Read the rules of the game and the story of its worlds, but always remember that you are the one who brings them to life. They are nothing without the spark of life that you give them.
Mike Mearls
May 2014"
technically, they own the copyright. But Mike Mearls is right.
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
Wizards might own the D&D brand, but they can't ever own D&D. Here's a snippet from 5e's PHB.
"Above all else, D&D is yours. The friendships you make around the table will be unique to you. The adventures you embark on, the characters you create, the memories you make—these will be yours. D&D is your personal corner of the universe, a place where you have free reign to do as you wish.
Go forth now. Read the rules of the game and the story of its worlds, but always remember that you are the one who brings them to life. They are nothing without the spark of life that you give them.
Mike Mearls
May 2014"
technically, they own the copyright. But Mike Mearls is right.
Wizards might own the D&D brand, but they can't ever own D&D. Here's a snippet from 5e's PHB.
"Above all else, D&D is yours. The friendships you make around the table will be unique to you. The adventures you embark on, the characters you create, the memories you make—these will be yours. D&D is your personal corner of the universe, a place where you have free reign to do as you wish.
Go forth now. Read the rules of the game and the story of its worlds, but always remember that you are the one who brings them to life. They are nothing without the spark of life that you give them.
Mike Mearls
May 2014"
technically, they own the copyright. But Mike Mearls is right.
Game mechanics cannot legally be copywritten.
That wasn't what was asserted. WotC owns the brand copyright for D&D, even though they cannot own the mechanics to play D&D. Players do not own D&D in a legal sense, though they are free to play it via the mechanics, however they want and are able.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Wizards might own the D&D brand, but they can't ever own D&D. Here's a snippet from 5e's PHB.
"Above all else, D&D is yours. The friendships you make around the table will be unique to you. The adventures you embark on, the characters you create, the memories you make—these will be yours. D&D is your personal corner of the universe, a place where you have free reign to do as you wish.
Go forth now. Read the rules of the game and the story of its worlds, but always remember that you are the one who brings them to life. They are nothing without the spark of life that you give them.
Mike Mearls
May 2014"
technically, they own the copyright. But Mike Mearls is right.
Game mechanics cannot legally be copywritten.
That wasn't what was asserted. WotC owns the brand copyright for D&D, even though they cannot own the mechanics to play D&D. Players do not own D&D in a legal sense, though they are free to play it via the mechanics, however they want and are able.
WotC owns the brand, but good luck them takin’ the true essence of D&D away from us, The Spirit of Adventure, combined with the vast, limitless scope of our imaginations, and held together by the bonds of friendships formed and the comunity we have created.
Wizards might own the D&D brand, but they can't ever own D&D. Here's a snippet from 5e's PHB.
"Above all else, D&D is yours. The friendships you make around the table will be unique to you. The adventures you embark on, the characters you create, the memories you make—these will be yours. D&D is your personal corner of the universe, a place where you have free reign to do as you wish.
Go forth now. Read the rules of the game and the story of its worlds, but always remember that you are the one who brings them to life. They are nothing without the spark of life that you give them.
Mike Mearls
May 2014"
technically, they own the copyright. But Mike Mearls is right.
Game mechanics cannot legally be copywritten.
That wasn't what was asserted. WotC owns the brand copyright for D&D, even though they cannot own the mechanics to play D&D. Players do not own D&D in a legal sense, though they are free to play it via the mechanics, however they want and are able.
WotC owns the brand, but good luck them takin’ the true essence of D&D away from us, The Spirit of Adventure, combined with the vast, limitless scope of our imaginations, and held together by the bonds of friendships formed and the comunity we have created.
Sitting around a table, eating unhealthy snacks while spending an hour arguing about which obscure synergies your character has that apply to the current situation.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Wizards might own the D&D brand, but they can't ever own D&D. Here's a snippet from 5e's PHB.
"Above all else, D&D is yours. The friendships you make around the table will be unique to you. The adventures you embark on, the characters you create, the memories you make—these will be yours. D&D is your personal corner of the universe, a place where you have free reign to do as you wish.
Go forth now. Read the rules of the game and the story of its worlds, but always remember that you are the one who brings them to life. They are nothing without the spark of life that you give them.
Mike Mearls
May 2014"
technically, they own the copyright. But Mike Mearls is right.
Game mechanics cannot legally be copywritten.
That wasn't what was asserted. WotC owns the brand copyright for D&D, even though they cannot own the mechanics to play D&D. Players do not own D&D in a legal sense, though they are free to play it via the mechanics, however they want and are able.
WotC owns the brand, but good luck them takin’ the true essence of D&D away from us, The Spirit of Adventure, combined with the vast, limitless scope of our imaginations, and held together by the bonds of friendships formed and the comunity we have created.
Sitting around a table, eating unhealthy snacks while spending an hour arguing about which obscure synergies your character has that apply to the current situation.
Although this book does not stand alone in terms of supplying all information needed to undertake a campaign, it will complement the other two parts of the whole (the previously released MONSTER MANUAL and the upcoming DUNGEON MASTERS GUIDE) to provide the entirety of what will be ADVANCED DUNGEONS & DRAGONS (along with a greatly expanded version of GODS, DEMI-GODS 8 HEROES which will follow).
It's good to remember, given the recent backlash, that staggered releases of D&D's core books is the norm rather than the exception.
Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with deference to his position as game moderator. Be prepared to accept his decision as final and remember that not everything in the game will always go your way!
While I appreciate the historical context, I'm glad we've continued to evolve the language we use in gamebooks since those days to be more inclusive 😛
Although this book does not stand alone in terms of supplying all information needed to undertake a campaign, it will complement the other two parts of the whole (the previously released MONSTER MANUAL and the upcoming DUNGEON MASTERS GUIDE) to provide the entirety of what will be ADVANCED DUNGEONS & DRAGONS (along with a greatly expanded version of GODS, DEMI-GODS 8 HEROES which will follow).
It's good to remember, given the recent backlash, that staggered releases of D&D's core books is the norm rather than the exception.
Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with deference to his position as game moderator. Be prepared to accept his decision as final and remember that not everything in the game will always go your way!
While I appreciate the historical context, I'm glad we've continued to evolve the language we use in gamebooks since those days to be more inclusive 😛
Well, it was over a year ago that I poseted it but for me the second paragraph is what drew my attention and continues to make me think, in these more interesting times, that D&D has, and always had, acknowledged/recognised diversity in its player base.
I also like the way it gives a mini code of conduct for players to follow. Its all pretty common sense stuff but sadly, again in these more interesting times, common sense can be sorely lacking.
Rollback Post to RevisionRollBack
* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
Whilst taking a look at a very old copy of ad&d the other day i found this Foreward to the book. I'll copy it verbatim (any words in cpaitals appear as such in the book) but it might be worth keeping this in mind during these interesting and changing times.
******
Players, players, and more players - that's what comprises the D&D phenomenon. And phenomenal is what it is, as the audience for this, the granddaddy of all role-playing games, continues to expand.
D&D players, happily, come in all shapes and sizes, and even a fair number of women are counted among those who regularly play the game - making DUNGEONS & DRAGONS somewhat special in this regard.This widespread appeal cuts across many boundaries of interest and background, which means that D&D players are marked by a wide range of diversity. In fact, one could easily use the analogy that there are as many types of D&D players as there are D&D monsters (after that, draw your own conclusions!). There are unquestionably fast players, slow players, clever players, foolish players, cautious players, reckless players, generous players, greedy players, friendly players, and obnoxious players ...
As diverse as this melange of enthusiasts is, they all seem to share one commonality: a real love for DUNGEONS & DRAGONS and a devotion that few other games can claim. This remarkable loyalty is a great factor in the game's explosion of popularity, and DUNGEONS & DRAGONS has become a gaming cult, as avid D&Der's have ceaselessly "spread the gospel", enrolling new players in expanding groups which just seem to grow and grow.
If you're reading this, then you're a D&D player - and this book is for you! This is the second release of the ADVANCED DUNGEONS & DRAGONS series, and is designed to be a player's book in every respect - giving you all the background you require on the game system, as well as the information you'll need to go adventuring. Although this book does not stand alone in terms of supplying all information needed to undertake a campaign, it will complement the other two parts of the whole (the previously released MONSTER MANUAL and the upcoming DUNGEON MASTERS GUIDE) to provide the entirety of what will be ADVANCED DUNGEONS & DRAGONS (along with a greatly expanded version of GODS, DEMI-GODS 8 HEROES which will follow).
The sheer bulk of this book may seem considerable (and it is, of course), but there are many things not included.
These things (such as the details of the combat tables, for instance) are those parts of the game that rightly fall outside the realm of player reference, and thus are included instead in the more voluminous DUNGEON MASTERS GUIDE. As the author points out, this bit of the "unknown" outside of the players' normal reach will make the game much more interesting and challenging. ADVANCED DUNGEONS & DRAGONS is a game that is demanding for players and Dungeon Masters alike, but the rewards in terms of enjoyment are vast. There is nothing quite like a successful D&D campaign, and its success is based upon the efforts of all participants. The Dungeon Master is pivotal, of course, but the players are just as important, for they are the primary actors and actresses in the fascinating drama which unfolds before them. For that reason, their outlook and their conduct will greatly affect the flavor and tempo of the campaign. Accordingly, they should do their best to further the success of the entire undertaking. This is often no more than a matter of simple etiquette, and following a few simple guidelines will suffice to make the game experience more fun for everyone concerned, to wit:
Be an organized player; have the necessary information on your character readily at hand and available to the Dungeon Master.
Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with deference to his position as game moderator. Be prepared to accept his decision as final and remember that not everything in the game will always go your way!
Cooperate with the other players and respect their right to participate. Encourage new and novice players by making suggestions and allowing them to make decisions on courses of action rather than dictating their responses.
If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines if your character is going to be included in the adventuring group; be prepared to accept the consequences, good or bad, in any case.
Get in the spirit of the game, and use your persona to play with a special personality all its own. Interact with the other player characters and non-player characters to give the game campaign a unique flavor and "life". Above all, let yourself go, and enjoy!
Enough of the preliminaries - let's get on with the game! Let's see now, where did I stash away all those material components?. . .
Mike Carr
TSR Games & Rules Editor
2 June 1978
******
So that's the foreward from a book from approx. 1978. All that said, hopefully, when all is said and done and the various kerfuffles have been resolved, forums such as these and players such as you and I will look back on our time with this game fondly. And if any of us decide it's nolonger our game of choice then might I offer up a glass of whatever libation you deem appropriate to whichever God, Gods, supernatural entities or philosphical school of thought you deem appropriate and offer up a hearty Cheers and thanks for the memories!
Wizards might own the D&D brand, but they can't ever own D&D. Here's a snippet from 5e's PHB.
"Above all else, D&D is yours. The friendships you make around the table will be unique to you. The adventures you embark on, the characters you create, the memories you make—these will be yours. D&D is your personal corner of the universe, a place where you have free reign to do as you wish.
Go forth now. Read the rules of the game and the story of its worlds, but always remember that you are the one who brings them to life. They are nothing without the spark of life that you give them.
Mike Mearls
May 2014"
For me the name D&D isn't a product line belonging to a toy company.
For me Dungeons and dragons is my hobby. The owner of the trademark isn't the experience, they are merely the holders of the repository of knowledge collected over the years. They make the books containing one of the many rules sets that encompass this hobby.
6e will be just another way to pay for this repository. like it or not.
We still have our favorite versions of the game and since we bought all the books for that version and most likely still own them, the keepers of the lore have very little hold over us, they need us more than we need them, especially now that there are thousands of pdfs out there with everything ever written in them. So we really don't even need them for that. In reality all they have is the hope that people find themselves looking forward to another version of the game, I can't say I know of a lot of people who actually are, to be honest.
The preface of the 1e dungeon masters guide tells me all I need to know about the game. it was given to me to do as I please within the bounds of the rules but that the rules are merely guidelines to guide me on my journey through the realms of my imagination.
No where else in the multiverse can you find a western styled magically technological world. I have a lot of old dungeons and archaic maps from a lifetime ago to fall back on. some I'm embarrassed to admit I wrote, but hey.
So as Rob76 points out, the hobby is bigger than the company that owns the rights to use the trademark will ever be. Sometimes they're even their own worst enemy. Ain't that right TSR.
(boy i hate looking for lower case i's, any other writing software will automatically make lower case i's to upper case if left with spaces on either side! gotta edit everything)
technically, they own the copyright. But Mike Mearls is right.
Character(s): Chak-tha, Thri-kreen Battlemaster Fighter, Théodmon Rokas, Eladrin Druid, Grayhawk the Aerial Ace, Aarakocra Bladesinger Wizard
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
Check out the Chatty Tavern | Jester and Breadman's Character Bakery
My title from drummer is Wielder of Whispers
Game mechanics cannot legally be copywritten.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
That wasn't what was asserted. WotC owns the brand copyright for D&D, even though they cannot own the mechanics to play D&D. Players do not own D&D in a legal sense, though they are free to play it via the mechanics, however they want and are able.
WotC owns the brand, but good luck them takin’ the true essence of D&D away from us, The Spirit of Adventure, combined with the vast, limitless scope of our imaginations, and held together by the bonds of friendships formed and the comunity we have created.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
Sitting around a table, eating unhealthy snacks while spending an hour arguing about which obscure synergies your character has that apply to the current situation.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Exactly! See, this guy👆gets it.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
We eat healthy snacks at our table. We just eat them by the pound, each.
It's good to remember, given the recent backlash, that staggered releases of D&D's core books is the norm rather than the exception.
While I appreciate the historical context, I'm glad we've continued to evolve the language we use in gamebooks since those days to be more inclusive 😛
Well, it was over a year ago that I poseted it but for me the second paragraph is what drew my attention and continues to make me think, in these more interesting times, that D&D has, and always had, acknowledged/recognised diversity in its player base.
I also like the way it gives a mini code of conduct for players to follow. Its all pretty common sense stuff but sadly, again in these more interesting times, common sense can be sorely lacking.