I was as surprised as anyone when Wizards of the Coast decided to release reprints of their old editions. It is a smart move, and one I’m glad to see them make, but personally the really interesting thing was the deluxe reprints of their Advanced Dungeons and Dragons First Edition books. Nice paper, thick covers, ribbon bookmarks, the works. I’ve heard people complain that the shading is too dark, but to me it looks crisp, and captures some of the fainter lines that might otherwise be overlooked. The fact that they donate a portion of the profits to the Gary Gygax Memorial Fund is more than icing on the cake; it is credit where credit is due (though it would be nice to have a Dave Arneson memorial, too; maybe if they reprint the non-advanced D&D?). I decided the best thing to do with these books is to look at them both in historical context…and in comparison to what follows. So I re-read them with a critical eye and was happy to find that they have a lot of great things to recommend them, and plenty of opportunities to talk about the evolution of game design.












Did you know Gene Wolfe, who turns 82 years old today, invented Pringles? Well, okay, okay, that is a smidge hyperbolic, but he did develop the machine that makes them. I like to imagine that their 
My fondness for Neanderthals

Transdimensional Teenage Mutant Ninja Turtles may very well be the greatest role-playing game sourcebook of all time. I’m not even being slightly hyperbolic. It is a book that talks about everything from dinosaurs to time travel, from wizards to parallel dimensions. I suppose I should start a little further back: do you know that Palladium published the TMNT game, called Teenage Mutant Ninja Turtles and Other Strangeness? Well they did, and while the game is built on the rickety foundation of the Palladium system, the “Bio-E” mini-system for mutating your character from everyday animal into an anthropomorphic version is incredibly elegant. Transdimensional TMNT takes the “Strangeness” part of “...and Other Strangeness” and cranks it up to eleven. The real kicker, though, is that it has perhaps the most cogent system for time travel that I’ve ever seen, period.
You think I’m not aware that I’m the voyeur god of this story? Standing outside the gutters and frames of the comic book panels, sure, that is where the gods and demons, the archons and aliens lurk. In the post-modern, fourth-wall-breaking context. The reader though, the reader is outside the entire framework. What does Morrison call it, in the end? The supercontext. But just how outside of it are you? Grant Morrison is outside of the comic, but he (with his artistic collaborators) created it and delivered it to you, like an infection, or a vaccine. Heck, it is even outside of time; Grant Morrison writes the message over a period of years, from 1994 to 2000, and I start reading it right at the tail end of 2012. Right at the end of the world. Ragged Robin is 33 years old in 2012, and so am I, at the end of the world, and I’m right in the middle of the supercontext.























