Sitting on my bookshelf right now is a battered copy of Warhammer 40,000: Rogue Trader purchased by exacerbated parents for a creative but socially challenged 11 year old in the hopes playing games with other kids would help him make friends (For the record: it did and 29 years later most of them are still my friends). Not on my bookshelf: any other edition of Warhammer 40,000. That's weird, right? I know there are gamers out there who cling to their red and blue box editions of Dungeons and Dragons, or original editions of Traveler but most of us move on to the new editions when they come out, or just sell the books when they stop playing. As a game Rogue Trader is the hottest of hot garbage: slow playing, needlessly complex, and often just plain confusing. Despite all of those things you'll pry it out of my cold dead hands. I have a pretty high opinion of myself so I'd like to think it is more than simple nostalgia that keeps the book on my shelf. There has got to be a reason I cling to this mess of a game over recent editions that (from all accounts) are fairly decent games (if prohibitively expensive). Recently, I became aware of a group of gamers who share my devotion to the original edition of the game. A lot of people complain about the price of the current editions and the publisher's policy of making different factions of the game more powerful to boost miniature sales every few months. But a few honed in on what I think the real appeal of the original game is: creativity. The first edition of the game encouraged the player to bring whatever models they had laying around to the game, and to create their own rules for using those models. There were scenario guidelines in the back of the book, but the players were encouraged to create their own stories and expand the setting GW had published for them. The game was a sandbox: as much an RPG as it was a wargame. Players were creating stories while playing the game and imagination was encouraged. As the game went through additional editions the focus shifted from creativity to an increasingly grim setting with codified elements that all players were expected to know and not deviate from. Using your own models and creating your own rules are still possible of course, but the publisher no longer provides helpful guidelines for players who wish to do so and the player base can be hostile to players using their own models or adding to the setting with their own ideas. The game and its setting are very concrete and very focused on competitive play. Those two traits make the game less appealing to those of us who play because the setting captured our imagination, or because the game provides a creative outlet. Anyway, that's what I was thinking. If you actually read all of that do me a favor: email me at adw@sdf.org and tell me what went wrong in your life that you have time to read my thoughts on a thirty year old game.