[EDIT: I have written a retraction of some of the criticisms found in the following blog post...you might want to read them after reading this. Just FYI]
I don’t know which I loathe more…WotC, or myself for giving them money.
I don’t know which I loathe more…WotC, or myself for giving them money.
No, actually, I do know.
Yesterday, I picked up a copy of WotC’s re-release of the
classic DUNGEON! board game…a classic D&D-light type board game that I have
been playing (off-and-on) for over 30 years. A couple days, I posted about
doing a retread…which is to say, creating a new set of cards for my existing
game. And guess what? I’ve done it…but more on that later.
Made in China |
I stopped by Gary’s last night to actually talk about
card construction and buying some new pawns (neither assignment successful, by
the way) and I asked about the new Dungeon! game, which they carried, and was
amazed to find it was less than $20! “What…was it manufactured in China or
something?”
Yes…yes it was.
We popped the top and looked at the goods, and it IS
pretty cheap construction…but two hours later found me back at the shop buying
the game and once again putting money in WotC’s pockets. Why would I do this?
Especially when I’d spent a considerable amount of time deconstructing and
retreading the game myself? Well, two reasons really:
1)
It WAS dirt cheap, and to buy a complete
Dungeon! game (even just to sit on the shelf)…well, it was a cheap price to
pay, especially after I’d been willing to bid $30 (plus S&H) on eBay. The
fact that I didn’t win the bid meant I felt like I had extra money in the ol’
wallet.
2)
I had pounded a couple beers of a particularly
meaty temperament: “Brute Force IPA” brewed at Greenwood’s Naked City Brewery.
O I love me some Brute Force.
And I was curious, too. I know that they had changed the
“character types” in the game to include their standard D&Dish “rogue,”
“cleric,” etc. And I wanted to see what special rules they had come up with.
Also, I knew some new monsters had been added (when we “popped the top” I saw
one of the monster cards was a “dracolich”…now that’s one I hadn’t added to my
own retread!). Basically, I wanted to see what changes/updates they’d made to
the game, and see if there was anything I wanted to STEAL…new treasures, new
rules, new monsters, whatever.
How naïve of me…to think WotC would actually do anything
creative worth stealing.
My wife was on a two-day jaunt to our nation’s capital
and got home last night in time to take over bath and bed duties with the
toddler. As soon as she did, I dashed downstairs to pull open the box and
start analyzing the contents.
First I read the instructions: nothing new. Really. The
character types have changed to rogue, cleric, fighter, and wizard but
mechanics-wise they are exactly the same as the classic Elf, Hero, Superhero,
and Wizard. Yes, the rogue’s only “roguish ability” is an ability to find
secret doors and (inexplicably) to fight some magical monsters (like ghouls)
better than heroes…or “clerics.” No, the clerics have no special abilities, are
no better at fighting undead, etc. They’re simply the hero pawn…with a
different name.
And a different SPECIES: for some ridiculous reason, WotC
insists on giving each class a different D&D-style race…so we have HALFLING
rogues, DWARVEN clerics, HUMAN fighters (superheroes), and (confusingly for Old
School Dungeon! players) ELVEN wizards (are they elves? Or are they wizards?).
No, the fact that the playing pieces have a race means nothing…except perhaps
to engender racism as the humans and elves mock the halflings and dwarves for
their pathetic fighting ability.
Combat-wise, the game uses the later 1981 edition’s
player attack table: i.e. the “nerfed” or “weenie” version where high rolls are
good and low rolls are bad. Yes, this is more intuitive from a game-play
learning standpoint…but mechanically, it really makes the monstrous opposition
weaksauce (hell, “seriously wounded” characters only have to drop half their
treasure instead of ALL of it…and the probability of being seriously wounded is
reduced as well!). But regardless, prior Dungeon! players will be familiar with
version of the table.
So no changes to the rules…well, except that they’re poorly
written (there were at least a couple instances where I felt like, “hmm…if I
didn’t already know the rules, this part would have left me confused and
critical”). However, I don’t have the instructions in front of me to cite at
the moment, so you might just want to take that as “in my opinion.”
Next I reviewed all the cards in the game. This may sound
like a huge chore, but after spending several hours constructing spreadsheets
and deconstructing my 1980/81 editions, it didn’t really take much time at all.
I was a little confused at first that there were only 164 cards in the game,
when the box clearly states there are 165…for a moment, I thought I might be
calling WotC to complain of an incomplete set. But at least one detailed
reviewer on-line gave the same card count (164) and the card arrangment (which
we’ll get to in a second) leads me to believe it’s the box that has the typo.
The artwork on the cards is very pretty and exhibits the
same high standards WotC has used since they first got into the Magic Card
business. I don’t know if I’ll ever be able to fault them for their consistency
of visual presentation when it comes to glossy fantasy art (some of their
B&W interiors is, of course, another matter). However, the cards themselves
are TINY and FLIMSY, even compared to my 30 year old, punch-out cards…they’re
small enough you can fit four to a row on an 8.5” wide sheet of paper, which is
part of what leads me to the assumption that there’s only 164 cards in the set.
See, the 1980 edition of dungeon had 165 cards…24 spells,
61 monsters, and 80 treasures…which was less than the original 1975 edition but
still provided a manageable game. 24 spells gave both wizards the opportunity
to carry a full complement (12 each), 80 treasures is enough to fill all 80
rooms, and the 61 monsters included all the TYPES from the original set, just
with less “doubling up” (instead, you reshuffle the decks when you run out of
monsters). And having 165 cards allowed the manufacturer to present the entire set in three punch-out sheets of 55 cards each (5 columns by 11 rows)…you can
see an image here on Board Game Geek.
[actually, their site appears to be down...sorry, no link]
The cards in the new WotC set are not “punch-out” but,
rather, machine cut cards…and being short enough to fit into four columns on a
standard sheet of paper, I’d suspect that’s how they were manufactured (164
cards is easily divisible by 4). But I could be wrong.
Anyway, aside from the new size and the new artwork, the
spells and the treasures are pretty much exactly the same…not surprising
considering the original set was play-tested and worked out over decades and
the objectives (character goals) and game-play hasn’t changed since (the “new
characters” still have the standard goals of 10,000, 20,000, or 30,000
depending on type). That was slightly disappointing (I was hoping for a little
more variety than all the silver coffers and jade idols)…and even more so in
light of the monster cards, which I actually reviewed FIRST…but my comments on
them will be longer winded, so I saved that for now:
What a frigging sham.
I spent several hours the last couple days deconstructing
the monster lists, looking at the average attack numbers needed for each piece
based on level, carefully adding new monsters at appropriate depths that did
not throw the original game’s balance out-of-whack…yet still being distinct and
different from the already existing monsters in the game. I would think that a
professional game company with a design team and plenty of resources and
man-hours could do something similar, right? Nope…instead they took the LAZIEST
ROUTE POSSIBLE and just glued new names and faces over the existing card
values.
That’s right…there are no new monsters; instead (as with
the playing pieces) they are simply WotC’s D&D color “painted on.” For
example, in the original game (all versions through 1981) the 3rd
level monster Giant Snake has the following stat line:
5, 6, 9, 6, 8, 10
There is no Giant Snake in the 3rd level of
the “new” game; instead it’s been replaced with the monster “Lizard Folk” with
stat-line:
5, 6, 9, 6, 8, 10
The 4th level Giant Snake has ALSO been
replaced in the WotC version…here with the “Owlbear” whose stat-line is:
5, 6, 9, 6, 8, 10
Absolutely no difference between the two at all…except
for the picture and name. Where this gets MORE annoying is when you have
monsters on the same level that are EXACTLY ALIKE except for the picture: for
example, there is no difference stat-wise between the Vampire and the Mind
Flayer on the 5th level.
However, the MOST annoying thing is the completely random disregard with
which these “new” monsters are assigned with little rhyme or reason.
FOR EXAMPLE, the minotaur is a classic monster in D&D
(and mythology…duh). It has always (as far as I’m aware) had six hit dice
(sometimes with pips) and been one of the tougher encounters (i.e. a “higher
level” monsters). I made sure to add the minotaur myself to my retread, placing
it on Level 4 (the same level where one finds mummies and trolls…i.e. HD 5 and
HD 6…monsters in the classic game). WotC also includes a minotaur.
It’s a 1st level monster, placed alongside
goblins and dire rats. It replaces the “giant lizard” found on Level 1 of the
classic game (oh, and by the way? The giant lizard on the 2nd level
of the classic game…with the same stat line…is still present on the 2nd
level of WotC’s game!).
F’ing ridiculous…another example: the 3rd
level mummy (one of the tougher encounters on the 3rd level) has
been replaced with a “zombie” (same stat-line as the original mummy). Now, I
don’t know about you, but I’ve never known the zombie to be the equal to a
mummy in ANY version of the game, and certainly a zombie should not be a higher
class of creature than, say, a minotaur or an ogre. But there it is…sheer
laziness. Like they just don’t give a damn…they’re just trying to leech money
out of your wallet.
Oh, yeah…and the cleric needs to roll a 10 on 2D6 to
defeat the zombie in combat. This is, of course, due to “cleric” and “zombie”
originally being “hero” and “mummy” and no one bothering to do any adjustments.
Look, you f’ing imbeciles: if you want to “ape” the feeling of D&D in your
board game (as evidenced by renaming the classic pieces “rogue” and “cleric”
and “fighter” and throwing in mind flayers and “dracoliches”) then do some work to make it actually feel like D&D! Even 1st level
clerics turn zombies on a 9+ in old school D&D (and probably have a better
chance in 3rd+ editions)!
So, man O
man am I glad I only blew $20 on this thing. There is nothing new here except
for some pretty pictures and a handful of actual adjustments (of mixed value,
but I’ll get to those in a moment). For the sake of posterity, here are the
“picture changes” (the WotC picture will be listed FIRST, followed by the
classic Dungeon! monster it takes the place of):
1st level:
Kobold (= hobgoblin)
Minotaur (= giant lizard)
2nd level:
2 Orcs (replace 2 giant spiders)
Gnoll (= evil hero)
3rd level
Lizard Folk (= giant snake)
Evil Cleric (= evil superhero)
Evil Rogue (= evil superhero)
Zombie (= mummy)
4th Level
Duergar (= werewolf)
Owlbear (= giant snake)
2 Drow (replace two evil superheroes)
Hill Giant (= giant)
2 Green Slimes*
5th Level
2 Driders (replace two trolls)
2 Fire Giants* (replace two giants*)
Vampire* (replaces purple worm)
Mind Flayer* (= vampire; replaces purple worm)
2 Gelatinous Cubes (= original edition green slime*)
2 Black Puddings*
6th Level
Purple Worm* (replaces vampire)
Black Dragon (= blue dragon)
Dracolich (= original black pudding*)
Minus one monster*
An * listed above equals an actual adjustment to the
original card or card count; i.e. an ACTUAL CHANGE (yay!). There aren’t many
and some of these are questionable (or poor) decisions. But I’ll list them (in
order of level) for the folks that are interested…I know this post is getting
long, but I don’t feel like breaking it up:
*4th level:
Slime Needs Fire |
Green slimes have had their stat line changed from the
original “Lightning: 6, Fireball: -“ to “Lightning: -, Fireball: 6.” This
actually makes more sense and is one of the things that has ALWAYS bugged me
about Dungeon!, since fire has always been a classic method of destroying green
slime (even before I played D&D, as a kid those D&D ads in comics
showed the wizard destroying green slime with “fireball!”). Now, I don’t think
my 1981 edition had a typo…I think that this was originally reversed as a game
balance issue (there being so many fire susceptible monsters on the 4th
and 5th levels where green slime is encountered, including mummies,
trolls, black puddings, giants, and werewolves)…the designer had to do
something to get people to use a spell other than fireball! This makes more
sense from a D&D perspective, less from a design perspective, but in
general I like it.
*5th Level:
Fire giants have the same stat-line as “giants” from the
classic version (see “hill giant”) except that they are immune to fireball now.
This is a nice way of balancing the “fireball” issue (see green slime notes),
except, along with other changes, it turns 4th level into a
fireball-fest, and 5th level into a lightning-arena. It was nice
thinking, but a little short-sighted in this regard.
Two purple worms and one vampire originally appeared on
the 5th level; these have now been replaced with two vampires and a
mind flayer (i.e. three vampires, since mind flayers have the same stats as a
vampire). I believe this is due to wanting to keep the largest monsters on
level six…but it again lacks variety. On the other hand, purple worms are most
susceptible to lightning and the 5th level was already gearing up to
be “lightning land” with the change of giant to “fire giant.”
Gelatinous cubes…leaving aside the issue of whether these
monsters deserve to be on the 5th level of a six level dungeon (they
don’t) they have exactly the same stat line as the original “green slime”
entry, including the vulnerability to lightning. Again, this is NERFING the
game board by making it PREDICTABLE. Do the designers not get this? Put the
slimes here instead.
Black puddings: in the 1980-81 edition of this game there
are a total of three black puddings (one of the tougher monsters). Two are
found on the 5th level and one on the 6th. The ones on
the 5th level are(mysteriously) MORE difficult than the ones on the
6th, requiring a superhero to roll a 12 to defeat them instead of a
10 (the target needed for the 6th level pudding). In analysis of the
original 1975 component list, I find this is actually a typo…ALL black puddings
originally listed “10” for the superhero to defeat it. In my own retread, I
correct this oversight. WotC does not, instead making the “typo” standard,
which in turn makes the average target number for superheroes on the 5th
level the same as that on the 6th level (10 as opposed to 9)…which
makes it retarded for a superhero to even bother with the 5th level
since, A) there’s more treasure per room in the 6th level, B)
there’s no magical incentives in the 5th level compared to the magic
sword on the 6th, and C) it’s the same average effort to kill
anything! This just closes off a huge chunk of what should be regular superhero
stomping ground! However, on second pass, I see this is mitigated by the purple
worms being traded to the 6th level for vampires (turning the
average again back to 9 and 10 respectively for the 5th and 6th
levels).
*6th Level
The 1980-81 edition of Dungeon! included two vampires and
one purple worm on the 6th level (perhaps echoing the OD&D
description of purple worms being found “anywhere” as there were two on the 5th
level). In the WotC version, there are ZERO vampires and instead two purple
worms. The extra monster is simply left out (this is why the WotC game has only
164 cards and not 165). Again, this seems to be done for balance as much as the
D&Dism “biggest monsters on the lowest level.” And in this particular
instance it seems to work nice, especially making an equal number of monsters
susceptible to lightning and fireball…though I did like the previous variety
and wish they’d thrown at least ONE vampire in as a possible “light” monster
encounter.
The “dracolich” simply replaces the black pudding
normally found on the 6th level…but uses the original (correct)
black pudding stat line, i.e. superheroes need a “10” to kill it instead of a
“12.”
So, that’s it…very minor actual tweaks to the game (oh,
except I forgot to mention that the “cage trap” only causes you to lose one or
two turns, as opposed to D6…a nerfing in favor of making players sit less on
the sidelines, which isn’t a terrible thing for fast-based board game). Mostly,
it’s just a bunch of lazy
“slap-a-new-image-on-the-card-and-see-if-anyone-notices” changes…many of which,
really, don’t make sense. Why is a drider immune to lightning? Answer: because
it was originally a troll. That’s just stupid shit. The actual changes are fairly sensible: except they reduce
variety, and run the risk of typecasting some levels (4th and 5th
specifically), plus they make the 5th level easier for wizards and
the 6th level harder (not sure if you want that or not…maybe). My
own design tried to account for the original averages PLUS add NEW critters,
with new variety and new stat lines. It’s not that hard to do…but I guess I’m
not terribly surprised at WotC taking the “easy road.”
An orc is a bigger challenge than a minotaur? Are you
f’ing kidding me?
By the way…does it seem weird to anyone else that the
original game contained no less than five “evil hero” and “superhero” monsters
and these have been entirely replaced in the WotC version? There’s not a single
evil fighter in the game! WTF?!
I have not analysed the game as deeply as you have, but I too was disappointed at its lack of depth. To be honest, it is not even as if it is a 'dungeon' game, but rather a race game with a 'dungeon' theme. It really could have done with a great deal more depth and variety, but as you say, it was cheap.
ReplyDeleteThis is perhaps a bit too much analysis. But it seems you don't like it because it doesn't compare. What does anyone expect from these clowns? NONE of their stuff compares. I don't give them my money. I look at their crap, but I won't buy it. I don't support them, they have a stable with cash cows in it and they're plastic and made in China to boot. Bleh.
ReplyDelete@ Pookie:
ReplyDeleteWell, sure...it IS a pretty light-weight game (it ain't no RPG after all)...but, dammit, that's part of its fun. Trying to put a mask of "D&D" on top just makes the whole thing...I don't know...pretentious? No...PHONY, that's the word I want. Don't put a "dwarven cleric" in the mix when what you really mean is "blue pawn hero." Jeez.
@ Keena:
It's more the AUDACITY of the thing than anything else. A simple re-release...even with updated art (as opposed to a straight "retro-release") would have been cool and worth the $$. On the other hand, if they were going to spend any time and effort on it, why not do something besides the sham "update?" Does WotC not have designers on staff? I have a day job that ISN'T game design...if my actual gig was R&D or development for one of the world's largest game companies (i.e. if I was PAID to do these retreads) you could sure bet I'd do more than rename the hobgoblin card "kobold."
Just lazy-ass design for the sake of making a quick buck.
Hi JB. I did my own retreading of the 1975 version of the Dungeon! cards and board a few years ago... for a taste, see this post. The board was nothing special -- just scans from boardgamegeek, re-scaled and cleaned up a little. But I did put a lot of work into the cards. Drop me a line if you'd like to see the full files (PowerPoint format).
ReplyDelete@ Cygnus:
DeleteI'd love to see your PP cards...you can email me at bxblackrazor AT gmail DOT com.
Or I guess I could "drop you a line" as you asked...jeesh, JB....
Sent! :-)
DeleteJB, thanks for the very detailed review/comparison between original and new editions. I was thinking of picking this up because it was so cheap, but might just skip it...though, even though it is flawed, I might still consider it as a very light way to introduce the kids to D&D. Could it at least be useful in that respect, do you think?
ReplyDelete@ Anthony:
DeleteYes. It would be useful.
I'm actually going to write a retraction (probably later today) regarding some of the things I wrote...on a third pass of the game I realize I was too harsh. But I'll write about "why" when I post later.
Too bad they couldn't just reissue the game I played as a kid. Glad I didn't buy this.
ReplyDelete