Category Archives: talk

My RPG DNA, Part 3: The Late Memphis Years

As the year comes to an end, I’m realizing that several post series I did kinda petered out without me completing them, so I’m going to try to bring them some closure!

This summer, people were posting in depth on their “RPG DNA” – their gaming history and how it shaped their gaming. My first two installments were:

My RPG DNA, Part 1: The Texas Years – Self-starting with Star Frontiers in junior high and moving on to D&D/AD&D.

My RPG DNA, Part 2: The Early Memphis Years – Returning to gaming via Magic: The Gathering and then escaping the D&D Ghetto!

Now I’ll talk about the Late Memphis Years.  My roommates and I were obsessively playing any game we could get our hands on, and for the first time I was attending cons. We had a pretty big group of gamers, some regular and some irregular, playing all sorts of stuff.  Many were in IT or were med students (as I was in IT and my first roommate Robert was a med student, those were our main contacts) but as friends of friends added in we had a dozen people from various walks of life. I played some, but GMed mainly, and the more I experienced the more I wanted to take roleplaying “to the next level.”  I really enjoyed the experience of a “realistic” game world and the point of roleplaying, to me, was immersing into your character’s mindset and experiencing that world through that character.  And this was hard to do “right.”  So I set out to craft a campaign that would be all about that from the ground up.

Night Below

For my big immersive campaign, I used D&D Second Edition.  Why, when I had played lots of other games and had escaped the D&D-only ghetto that too many gamers languished in?  Because everyone knew it, and because it was actually the right tool for the job.  The rules were light enough to not get bogged down in them, and were oriented towards simulating a coherent world. And, to a degree, because I wanted to show that you could indeed do something meaningful in D&D, in my opinion that though to a degree “system does matter” you don’t have to use a different game to catalyze real roleplaying.

I set it in Greyhawk, my favorite D&D world, which had just enough realistic detail and was at the time being used by fans in opposition to the super high magic and railroad shenanigans of the Forgotten Realms and Dragonlance – the online community for Greyhawk was awesome (people like Erik Mona were participants). I picked a boxed set campaign called Night Below, by Carl Sargent, which had enough content to sustain a long term adventure but was loose and sandboxey enough I could do whatever I wanted with it. I mixed in a more than healthy dose of Cthulhu mythos.

Then I formed a group.  I sat down with the existing large set of players and explained what I wanted.  Full immersion.  Total sim.  “I’ll run a casual game Wednesday nights.  But Sunday will be this game.”  I set expectations.  The world will unfold with realistic characters and consequences. People will be in character and on task 50 minutes, then we’ll have a 10 minute break, per hour.  There will be strict information compartmentalization – players won’t know anything their characters don’t – no sharing character sheets, no rules talk, lots of note passing and taking people aside.  Required attendance. This was to be a “pro level” game for people who were serious about taking their gaming farther than they had before.

I had a pretty large set of players who opted in.  After the first session, a couple of those realized I was serious about the sim and opted out, leaving us with a good small core group. Robert (med student), Suzanne (med student), Jason (med student), Travis (started at MIT but burned out, working at bookstores), and “Big” Mike (programmer). The group had turnover as life intervened – in fact, Travis was the only player who was there throughout the entire run; the group became Travis (now a Memphis police officer), “Little” Mike (med student), Laura (manager at a transportation company), Hal (musician then transportation then programmer), and David (med student).  The resulting adventures of Mikhail (mercenary and leader), Dane (excitable archer), Damia (fey gypsy girl), Orado (crazy old wizard), and Tristan (priest who had once been a fighter) were indeed the stuff of legends.

The campaign ran for five years and was insanely engrossing. People moved, changed jobs, etc. but kept coming every week with few exceptions. (Advancement was slow, I was doing by the book 2e XP and the characters were only level 9 max at the end.) We completed the campaign right before the real life group disintegrated with people moving away etc.  People still call me now, ten years later, to reminisce about the game.  With serious immersion and buy-in, we developed more “advanced” roleplaying skills at a high rate, and most of my more “deep” skills on things like creating horror in an RPG, balancing plot against character free will, improvisation, etc. all were crafted in this campaign’s crucible. Characters loved each other, betrayed each other, hated each other, protected each other, went crazy, discovered horrible secrets about their origins… In fact, it all worked almost too well – I have been somewhat disappointed in pretty much all of my role-playing opportunities since and some of the players openly say “I haven’t played RPGs again since, most campaigns are just silly compared to what we all had together.”

I could write a hundred posts on that campaign, so I’ll end it there, except to say that if you and your group can let go of all the baggage and decide to really  honest-to-God roleplay, you’ll get so much more out of it than powergaming, metagaming, escapism, gamism, narrativism, etc. provide.

The Casual Group

But it would be wrong to not mention the casual group as well!  Since I was getting my “serious gaming” jones in with the Night Below campaign, here we all just had fun.  Besides lots of great gaming stories, playing many different systems, experimenting with loads of house rules (like my 2e Classless Skills and Powers variant, bringing GURPS style character builds to a D&D near you, or my Feng Shui inspired 2e monk class, which is still cooler than all monks and was only really matched by the Book of Nine Swords), and other game related fun, this was a solid group of guys.  Scott, Brock, Tim, Kevin, “Big” Mike, and Paul were the founding members and many more have participated over the years.

Though I had more in depth relationships with the Night Below crew, it’s the casual crew who was there for each other in real life when people needed help.  In fact, this group still meets weekly today, ten years later.

My two favorite memories were the “Vampire Holocaust“, a simple 2e Forgotten Realms adventure gone awry and turned into a multi-month gripping PC-vs-PC deathmatch, and our Freeport campaign, our very first 3e game, where I kicked it off with Green Ronin’s Death in Freeport but then everyone in the group had to take a turn running with the same group in the loosely defined “World of Freeport.”  I handed out all the early 3e adventures (due to the OGL, there were a bunch out of the gate) and everyone ran – that was great, even those who weren’t “good” GMs per se did at least one thing that I learned from. I strongly encourage everyone to try  out round robin DMing sometime. The group started an email list at this time and is still known as “Wulf’s Animals” (their pirate crew name) as a result.

The casual group wasn’t as “artistic” an experience, but it had more belly laughs, that’s for sure.

The FORGE

Meanwhile, Hal and I were so full-to-bursting with gaming goodness we wanted to do more and start helping the larger gaming community. In May of 1999 we met up with the RPGA regional director who also lived in Memphis and put together a Memphis-based group, the FORGE (Fellowship of Role Gaming Enthusiasts), which exists to this day. We started with game days at a library and eventually moved to the local gaming store (we had trouble initially because they basically let card/minis gamers have dibs on the space; eventually we worked out an agreement with them).  We managed to get a great core set of four officers, the “Red Hammer Council” – Hal, myself, Collin Davenport, and Mike Seagrave. In short order we were running 2-3 tables of games at each monthly game day, running a lot of the gaming for the local con, MidSouthCon, and a FORGE team even got third place in the Gen Con D&D Team event at Gen Con 2000.  Though we were RPGA-affiliated we made it a point to run a variety of games, and our earliest meetings had everything from Call of Cthulhu to Feng Shui to Aberrant to Fading Suns…

It took a lot of work – making a Web site and negotiating places and discounts with game stores and doing elections and a constitution and handling the “outlier personalities” that any group like this has some of.  But though it we met hundreds of great gamers from all over the Mid-South!

My Scooby Doo Cthulhu and Children of the Seed Blue Seed/Feng Shui mashups were created to be run at FORGE events.

The Rise of 3e and Living Greyhawk

Since I loved Greyhawk and was involved in an RPGA club, it was the natural next step for me to get involved with the huge event of 2000 – the launch of Dungeons & Dragons Third Edition and the Living Greyhawk campaign!  I was selected as one of the three “regional Triads” for the huge Mid-South region, which mapped to the country of the Yeomanry within Greyhawk (in LG, each real world region got a specific Greyhawk region to set their adventures in).  Myself, Kevin Freeman, and August Hahn (who has gone on to write a bunch of stuff for Mongoose) got galley proofs of the 3e rules to read and when Gen Con 2000 came along, we launched it with a bunch of great adventures. The region had loads of great volunteers and we had some stellar events and adventures.  There was some amount of frustration in that we were limited in what we could do – by the required adventure format being somewhat limiting, by Wizards IP restrictions in terms of developing our Greyhawk regions, and by the “Circle” in terms of them being overwhelmed and thus very slow to get anything done. But despite that we did a lot of stuff; even when I had to leave Memphis and couldn’t be a Triad for that region any more I still helped them out until Wizards brought LG to an end in 2008.

Sadly, most of the information, adventures, etc. from that era are lost now in the Great WotC Hate On for D&D 3 and Previous Intellectual Property Like Greyhawk.  The Yeomanry Web site is down and all the scenarios aren’t available (except on BitTorrent.  Yay!), and Wizards has purged most of the 3e/3.5e content on their site, and is trying hard to pretend that Greyhawk never existed.  My experience throughout LG with the RPGA and WotC definitely contributes to my current hate of them and their business practices with respect to 4e. As time went on, they treated even people doing huge amounts of volunteer work for them, like the Triads, as serfs and gave us all the mushroom treatment.

End of an Era

Whew.  That’s a lot and I feel like I didn’t do any of it justice; so much happened during a short span of years, especially 1998-2001. I have to say that I am proud to have helped found two things that have lasted (Wulf’s Animals and the FORGE), and two things that ended but kicked ass while they were in effect (the Night Below group and Living Greyhawk). And for anyone from that era who’s reading along – thanks so much for all the great memories, you all still mean a lot to me.

Next up – the Exile Period and the Austin Years!

Christmas Task: Enter RPG Superstar!

Merry Christmas all, I’m back from vacation and, now that the whiskey’s worn off, am looking for things to do to entertain myself.  If you are in the same position, then one thing you could do is to enter Paizo’s yearly RPG Superstar contest by creating an interesting new wondrous magic item and submitting it!  I already submitted, and the deadline’s Dec 31, so you still have plenty of time.  If you make the cut, there are subsequent rounds of submissions and eventually you get a module published.  (Even late-round losers get solicited by other companies).  So if you’re a budding RPG writer, give it a shot.

Open Gaming Triumphs In The End

Back in 2008, Mike Mearls wrote about whether open gaming had been a success… Right before Wizards pulled the plug on it.  Death to open gaming was their clear intent, especially when they added a clause to the new very non-open GSL forbidding use of the OGL by people looking to use the GSL.

And now, by Wizards’ own  numbers, the people playing D&D has gone from 6 million in 2007 to 1.5 million now.  So is D&D dying?

Grognardia brought to my attention this post by Ryan Dancey (archtiect of the OGL) on the Paizo forums about his view of how the OGL succeeded.

In the end, D&D isn’t dying – it’s free.  Hasbro can jack with it now all they want, but it was freed once and for all by Dancey, and so Paizo and the OSR and everyone else can play D&D and spread it far and wide, regardless of what kid film licensed property some suit wants to push this year.

Let Hasbro make all the soda and tennis shoes they want, and we get to play D&D and safely disregard whatever flavor of the month they are peddling.  Power to the people!

Mongoose State of the Union

As usual, each year Mongoose Publishing has put out their “State of the Mongoose” address where they go really in depth with what happened the previous year and what’s coming up the next year.

It’s interesting, and pretty upbeat given that their advice to others is that this might not be the year to start your own RPG company because of the slump in sales.

Mongoose went through some difficulties but are still doing well, which is good to see…  At 10 full time staff, they’re one of the biggest RPG companies!  Kudos to them for being transparent and posting detailed reports like this, it gives us all a look inside the state of the industry beyond just them.

They are also looking into branching out from RPGs into other stuff (minis, board games). That worries me, because many of the other companies that have done that, including industry stalwarts like Steve Jackson Games and Atlas Games, have sharply, sharply curtailed their RPG lines in favor of the tasty board and card game money.  SJG puts out occasional GURPS e-releases and Atlas publishes an Ars Magica book once in a while but besides that, they’re not bothering to innovate in the RPG space.

RPGs as Sports: Sports as RPGs!

On RPG Blog II, Zach had an interesting post about sports-based RPGs inspired by Clash Bowley working on a baseball RPG!  Zach has been thinking about a car racing RPG for a long time, and one commenter on his blog has some old tennis RPG!

With the massive popularity of fantasy football, it seems like this could be popular.  It smacks of building your own team and then playing them in Madden. Team building/franchise stuff is similar to empire building in an RPG.  There are a lot of computer “Sports RPGs” like Football Tycoon that do this.

Speaking of computer games, I have a friend in my gaming group who is obsessively playing Blood Bowl, a game of fantasy football in a different sense.  I remember the ads in Dragon Magazine for the minis version back in the day, it seemed awesome.  It’s based on the world of Warhammer, which of course also has an RPG.  Time for a Blood Bowl WFRPG supplement!

And what is more like the lives of adventurers than the shenanigans of professional athletes?  Money, sex, violence…

Is it a coincidence how many RPG scenarios have been “Tournament of Champions” type things?

I just bought a bunch of XCrawl supplements off the Paizo Black Friday sale.  In XCrawl, adventuring *is* a sport!  Here’s the blurb:

In Xcrawl, the players are superstar athletes taking their chances in a live-on-pay-per-view death sport. It’s a modern-day world with a fantasy twist, and the game is simple: the Dungeon Judge, or DJ, creates an artificial dungeon under controlled – but lethal – conditions. He designs the maze, and stocks it with monsters, secret doors, magical traps, treasure and prizes. The players must go through the dungeon and fulfill whatever conditions the DJ puts forth in order to win.

Xcrawl is a sport and the challenges are created, but the danger is no less real. If you die, you die. There are no second chances. Citizens of the North American Empire tune in every week to watch their favorite celebrities get eaten, paralyzed, turned to stone, and ripped apart. The nation’s hunger for blood and mayhem grows with every contest. How will you fare?

A commenter linked the Web series Gold in a previous article – in Gold, roleplaying is treated as a sport itself, has televised championships and all (kinda like Starcraf tin Korea).  Watch it if you haven’t, it’s funny.

Next Pathfinder game, I want to play a fighter or monk who kinda sees himself as a professional athlete…  He’s not drawn to kill because of his parents being slain by orcs or something, it’s just the spirit of competition!

What sports related RPGs have you played or seen?  Do you think it would be cool?

Pimp Your Cavalier

LPJ Design is one of the major publishers of third party products for Pathfinder.  New from them is a set of new orders and feats and whatnot for one of the fun new classes in the Pathfinder Advanced Players Guide (and the free online SRD now), the Cavalier.

Goth girl and friend of the blog Erin Palette is the author, and had me look it over while it was in work, and it’s good stuff.  I like her new orders, some of them better than the core ones published with the class initially. You can check out a free sample of two new cavalier orders (one of which isn’t even in the product, so it’s a combo preview and Web enhancement) here.

If you like it, spring the slim $1.25 for the full version of Undefeatable 21, Cavalier!

Paizo Black Friday/Cyber Monday Sale – Hit It Now!

They have a lot of great stuff on sale at paizo.com in their Black Friday sale! Real print products from a wide variety of companies!

For example, the Goodman Games Wicked Fantasy Factory adventures I used in Reavers are $1-$2 each, as are the Green Ronin Bleeding Edge adventures.  And they have big heavily discounted bundles of Adventure Path stuff – get an entire back AP with support books for one low price (or individual ones you’re missing for half off), or a set of themed supplements and adventures! And stuff for all kinds of other game systems, from Warhammer Fantasy 2e to Babylon 5.  There’s old Dragon and Dungeon magazines… Adventures, minis, flip-mats, cute Cthulhus – you can get it all!

The Real Problem With Girls and RPGs

Ah, gender issues and roleplaying.  There’s no better way to get people to come out of the woodwork and call you sexist.  Even an innocuous question of “As a man, how can I roleplay a woman better?” on RPG Stack Exchange brings the drooling Birkenstock wearers (usually men, of course) out of the woodwork to claim sexism on the part of someone who would dare ask such a question and on anyone who would answer it. A man plays a female character?  Sexist.  Include sex in your game?  Sexist.  Have a female NPC in your game that’s weak, or strong, or hot, or ugly, or sexual, or cold? Sexist. Have a straight woman?  Sexist.  A gay woman?  Sexist. For a man, it’s always tempting to say “Hey, the age of sexism is over; we had all the women’s lib stuff and we’re all equal now, everything left is just people being politically correct because it satisfies some demented jones they have to be a twerp; probably they want to feel morally superior to someone but don’t actually have very good morals so this is all they can think of.”

The Star Wars GirlBut then I read stuff like this article about “the Star Wars girl.” As part of a Chicago Now series by a woman who adopted a little girl, she relates a story about the bullying her first grade daughter received by the little boys when she took a Star Wars water bottle to school because it’s a “boy” item.  She begged her mom to let her take a pink water bottle instead so that she’d have a “girl” one and they wouldn’t tease her.  It’s heartbreaking.  The story’s spread like wildfire and hundreds of nerd girls and other supporters have been leaving comments wishing her well.

I have a young daughter myself, and have seen this exact same syndrome. She was happy to play with whatever she wanted, until kids at school started telling her things were “boy toys” or “girl toys.”  At McDonalds with the Happy Meal, they ask you “Boy toy or girl toy?” When my daughter told me remote control cars were “boy toys” I asked her why she thought that, and she said “Well, in all the commercials it’s just boys playing with them.”  And it just gets worse from there.  She wanted to play in the coed flag football league in our neighborhood rec league.  And so she did, but it turned out she was the only girl to sign up.  And the boys on her team teased her, teased each other about having their flag pulled by a girl, or talking to a girl… She stuck out the season because I raised her right, but she told me she didn’t plan to go back. And it all makes me angry. I try to stress to her she can do anything she wants, but she gets the opposite message from so many sources.

People talk about why there’s not more women in roleplaying. Oh, it’s because there’s too much fighting in the games.  Or the color schemes aren’t pink, or because some character’s in a chainmail bikini.  Or it’s because you don’t exclusively use the right pronoun in the writing. Those things may arguably be flaws, but that’s not what’s doing it.  Women are actively hazed out of roleplaying and in fact out of many related “nerd” pursuits in general, starting in the first grade.

Some “nerd” pursuits you can at least take up and enjoy solo, like reading Harry Potter books or whatnot.  From a bullying point of view, you just have to not let on.  But roleplaying is an intrinsically social activity (like sports), which means a huge barrier to entry and opportunity for hazing.

I’ve met way more women on World of Warcraft than in all the roleplaying events I’ve ever been to put together. Is it because there’s more fluffy ponies in WoW?  No, it’s because there’s less the freaks can do to make their life miserable since it’s virtual and their gender is concealed until they explicitly state it.

And hey, some people believe in different gender roles.  I’m not saying that any gender differentiation is bad.  If you believe women shouldn’t serve in front line combat, or in a marriage they should be primarily responsible for childrearing, fine.  But should they really be made to feel bad about liking Star Wars?  Does that follow, in some bizarro logic land?

Is it a coincidence the most prominent of the very few female gaming groups out there is comprised of porn actresses?  Or is it just that it takes nearly that level of habitual “not caring what anyone else says about you” and defiance of cultural mores to be able to unabashedly enjoy roleplaying?

Anyway, if you want to worry about sexism, stop obsessing over how the color yellow subjugates women or whatever dizzy shit you say to try to look all PC.  Instead, start focusing on what you – and your kids – do to people who try to get into roleplaying, related nerdery, or anything in general really.  That’s the real place where the rubber hits the road and the majority of real sexism is being perpetrated nowadays.  I know it’s always less attractive to address real problems rather than arguing about trivia, but how about we all try?

RPGs As Sports: Getting Cut

The latest installment in my series on treating RPGs as sports is about cutting players.  It’s inspired by the recent Randy Moss fiasco where he got cut from the Vikings after being with the club for only three games.

It’s somewhat the flip side of tryouts.  When do you decide someone shouldn’t be part of the team any more, who gets to say, and how does the cut get made?

Most groups run across this problem at some point.  Someone acts like a tool, or a freak, or just is making the game un-fun for everyone, or attendance is bad, and you want to unload them.

So what’s the line?  Well, to a degree it depends on how “serious” your game is – check out my post on categorizing your game as pick-up, league, or pro.

If your game is a pick-up game, then really you are almost never going to tell someone to leave short of them specifically doing something big that makes them unwelcome – messing up the host’s house, sexually harassing a female player, threatening someone, or other kinda “big bad” event.

On the other hand, in a “pro” game, you might let people go for poor attendance or just not making the team as good as it could be.

In a “league” game, it’s a lot more hazy.  It helps to have a process in place ahead of time.  (When Brad Childress cut Randy Moss, he kept emphasizing that “we have a process we use in these cases, and that’s what I did.”)  Just as in a sports franchise you have various stakeholders.  There’s all the players, and then there’s the GM (who you might think of as the coach) and there’s the host, who you could almost think of as the “owner”.

Why is the host so important?  In the end, it’s the host’s right to tell someone to “get out of their house” or whatnot (even if you game in a shared space, the game store owner or librarian or whatnot is the host and can chuck someone out).  The group can decide to move as a result, but there’s no such thing as “taking a vote” to see if someone can stay in my house.  But that’s more of a special case for the “one person specifically wants them gone because they did something” as opposed to the more usual “the group is getting kinda sick of them.”

Similarly, the strength of the coach (GM) varies from group to group.  In some, it’s “GM call” both on tryouts and ejections.  In many, it’s seen as a group decision.  But a lot of this depends on specific expectations being set.  Personally, I consider it a group decision to tell someone to leave the group, but my decision as a GM if I don’t want someone in my game.  (Kinda like it’s the host’s if they don’t want someone in their house.)  However, some groups may set the expectation that it’s not even the GM’s call on their game, so it’s worth making sure everyone’s on the same page there.

In the more general case of someone being disinvited from a group, please keep fairness and respect in mind.  It can become a very politicized thing that leaves everyone feeling bad.  “Jenny and Brad called the GM and said Bill had do go or else they’re not coming, but he’s friends with Ted, and it’s Ted’s house…”  If you get group infighting, everyone loses.

The best thing to do if people are seriously starting to grumble about someone is have a full group meeting without that person and hash it out with everyone there.  You don’t have to use Robert’s Rules of Order, but again it helps to set the process – is it “majority rules” or “anyone can vote him out” or “anyone can vote him in…”  Have a frank discussion about why people want the person out of the game, discuss whether the group in general feels like it’s merited, take a vote, and then act on it.  Don’t let it spin around for weeks – everyone will just have a bad time for that duration.

Maybe you all agree the person just needs a talking to.  This is even more sensitive – it’s hard to do this without the person getting put on the spot and feeling defensive.

Three real world examples after the jump.

Continue reading

Entertaining RPG Scene Drama of the Week

Ron Edwards has declared that the Forge is going into its “Winter phase” and eventually to die.  He considers this a huge victory.  For all of you younger than ~35 years old, “Ron Edwards” is a guy who has designed a couple small press RPGs and the Forge is his vanity forum.

This of course caused his arch-nemesis the RPGPundit to revel in Edward’s massive failure and diminishing stature.

Of course RPG.net, which was the home to much of the initial drama back say ten years ago, is all atwitter, since arguing over imaginary things is way more important than real gaming over there.  Up to 57 pages on one thread already!

I don’t really have a point here, just sharing links that are funny as shit.

Map of the RPG Forum World

There’s a clever new map on ENWorld that takes all the RPG forums, and at one hex per 1000 users, turns them into a fantasy world map.  It’s interesting to see the relative sizes.  ENWorld, RPG.net, and WotC are all big, but there’s some big ones I’ve never heard of – what’s a “Myth Weavers?”  And Giant In The Playground is a lot bigger than I thought.  Anyway, it’s good fun, and might lead you to some fun new forums, so check it out!

DDI Poops On Your Head Again

Heh, I guess they were worried that the chronic history of failure surrounding the D&D Digital Initiative was starting to fade.  So guess what!  The one usable piece of the DDI, the Character Builder, is being converted over into a Web app so that you can’t use it without still having a subscription.

The old one was a desktop app, so if you stopped paying WotC you could still use it and your old characters, just not get new rules updates and whatnot.  Well, that’s not a hardcore enough revenue stream.  So the new one is in Silverlight, is only delivered as a Web app, and will only save your characters to the cloud – NOT to your PC. And of course they plan to “mine your data continuously.”

That’s some bullshit right there.  And funnily enough it’s quite relevant to my real world life – this week, my company’s rolling out a Silverlight application people use to write code in.  But since we don’t hate our customers, we allow it to be installed out of browser, and also allow code to be saved to the cloud or to the user’s desktop.  It’s trivial to do – the only reason NOT to do it is if you want the people using your app to be completely dependent on you, and not be able to use it unless they keep paying you money.  Which is obviously the case.  Oh, and to prevent people from sharing it; I’m sure the plan is to force more people to buy subscriptions.

Fans are sad.  But they keep playing 4e!  Joke’s on you! You’re the enabler in this abusive relationship.  From the GSL to pulling all PDFs to the DDI, WotC has shown its clear disregard for its customers as anything other than a source of money to squeeze.  One might think that would backfire at some point.  But some people like being dependent I guess…