Jonathan Tweet: Prologue to Third Edition
The story of Third Edition D&D starts, perhaps, with Peter Adkison reading 2nd Edition AD&D (1989) and being sorely disappointed. For one thing, he felt the new system left several underlying...
View ArticleJonathan Tweet: My Life with the Open Gaming License
In 1978 at age 12, I bought my second roleplaying game, Metamorphosis Alpha (MA) by Jim Ward. That’s the day I became a fan of the Open Gaming License and the d20 logo. Or at least I would have been a...
View ArticleJonathan Tweet: On The Origins of Ars Magica
By the time I started college in 1987, I was a die-hard Chaosium fan, and I taught my new college friends RuneQuest and Call of Cthulhu. These friends and I talked a lot about roleplaying games and...
View ArticleJonathan Tweet: Legacy of Ars Magica
Ars Magica had an obscure origin, but it had long-lasting effects. We did a number of influential support products that influenced 1990s game design, and it launched the careers of five of us who were...
View ArticleJonathan Tweet: Streamlining Third Edition
The D&D 3rd Ed project was part big-picture vision and part a collection of individual decisions about rules, terms, and characters. In terms of rules, a lot of what we did amounted to...
View Article3E and the Feel of D&D
For 3rd Edition Dungeons & Dragons, the big picture was to return the game to its roots, reversing the direction that 2nd Edition had taken in making the game more generic. The plan was to strongly...
View ArticleDiversity in D&D Third Edition
With 3rd Ed, our main goal was to return D&D to its roots, such as with Greyhawk deities and the return of half-orcs. By staying true to the feel of D&D, we helped the gaming audience accept...
View ArticleD&D 3E Design: The Unbalanced Cleric
What do you call a D&D cleric who can’t heal? A 1st-level 1970s cleric. The original first-level cleric could turn undead but had no spells. Skip Williams says that the original conception of the...
View ArticleJonathan Tweet: Third Edition and Per-Day Spells
On the Third Edition design team, we were tasked with rationalizing the game system, but there were some big elements of the system that we didn’t question. We inherited a system in which spellcasters...
View ArticleEVERWAY Then and Now
Years before I worked on D&D 3rd Ed, Wizards of the Coast hired me not to work on D&D but to compete with it. The result, my 1995 RPG EVERWAY, a daring artistic innovation that, for various...
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