I will now present to you an extremely abridged history of PC role-playing games:
Once upon a time, there was tabletop role playing, and it’s most famous example, Dungeons and Dragons. The hobby grew out of the tabletop wargaming hobby. In these early days, there was no conventional wisdom yet about what a tabletop RPG should be, and the genre took off into a dozen different disparate directions. Some faded away, while others became mini-traditions of their own.
In such an environment, trying to guess what a critical mass of potential customers actually want is partly an exercise in guesswork, and partly an exercise in trial and error. TSR (it’s publisher) put D&D through a refinement process, resulting in several different versions of the game. I won’t go into this in too much detail, partly because I don’t really know it. But the first “edition wars” sprung up over these different versions of tabletop roleplaying’s flagship franchaise.

Looking back now, I see this as an iterative process. TSR (or later, Wizards of the Coast) would put out a new version, wait for the community’s opinion to coalesce enough that you can locate a center, then start working on the next version. This process, while not exactly democratic, was at least democracy-adjacent. The community and the developers worked together as well as they could manage to collectively wrangle into the light what exactly it was we all wanted this thing of ours to be.
Continue reading 〉〉 “Baldur’s Gate III: Partying Like It’s 1998”
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