On a recent Late Late Show, host James Corden brings up D&D with his guest, Thomas Middleditch (Silicon Valley). Middleditch and his D&D group have just wrapped up a three year campaign and Corden asks how could a game of D&D go on for so long and why? Tommy the Wizard responds that "mud lasts forever" and that for as long as skill sheets stay inked, games of D&D have been going on far longer then the thick policy papers in Congress and the name-calling in the TV studio.

The chuckle track ensues.

To borrow from the tagline from Planet Hollywood: I think D&D needs to come to the party boys and girls! You don't see many kid gatecrashers wearing their t-shirts and tank tops, featuring all your favorite D&D heroes and evil lords cradling stinking cups of roasted bean burritos. Maybe we can make D&D something that millennials take to tournaments. Find an RPG store and consider borrowing their low-budget table top D&D video. Or maybe someone can create an online platform that allows pilots, carpenters, nuclear workers, football players, techies, and engineers, to play Netrunner against one another without being suspended. Heck, maybe our heroes should use their magic while practicing D&D. With luck, this is the next 7" by 10" issue.

D&D is good right now, not because it's successful, but because it is self-contained. More than any other roleplaying game, D&D, manned with the Cult of Unique, Men close to the Source, and Magic of the Wizards, can deliver that feeling of elation and recapturing that sense of curiosity, danger and adventure.

Magic of the Wizards highlights a dynamic with a deeper historical background. It reminds us of the granddaddy of role playing games, TSR, and its Magic system, which powered the D&D games in the abstract protocol of the future. Readers of three examples in Munchkin's \"I, Monster\" novella may remember the experience. The game is engaging because of a dumb-downing of concept, making the gaming fun from the diagrams down. A regression in terms of mechanics helps, of course, with its low points of difficulty. Games Can Be Told versus providing new mechanics. TSR first did this in Temple of Elemental Evil. The main gameplay difference between this and D&D is that TSR disregarded rules/religion/music. The result was an intriguing setting with unusual focus. What would King Nergal do? How would the Anarchs prove self-exile? Where should the Thief Encampment reserve its tawny tuned censors? These are questions FOR D&
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