D&D: Classic Editions Back in Print

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All your favorite D&D modules are back in black…and white.

The books are back in town!

If there’s one thing every gamer loves, it’s arguing about which edition was the best. Now that Wizards of the Coast is making classic editions of D&D available for print-on-demand, you’ll be able to prove once and for all why you’re right and anyone who disagrees is a terrible person. Oh, and I guess you can relive your favorite memories and delve deep into the storied roots of Dungeons and Dragons.


“And you’re dead. And you’re dead. And you’re dead…”

Though their partnership with DriveThruRPG, Wizards has quietly released a number of books that span its entire publication history, from classics like Castle Amber, Den of Thieves, and Mordenkainen’s Fantastic Adventure–all the way to more recent editions like 3.5’s Draconomicon. 


Yup. That Mordenkainen. Not pictured: his sword, faithful hound, and magnificent mansion.

There are only a few titles out right now, but this is something that fans have been wanting for a while. Also worth noting, the Elemental Evil Player’s Guide is available for print on demand–so it looks like Wizards is maybe willing to let you print up things that would normally just exist digitally. And since Wizards has been doing this without much fanfare, it’s hard to believe that they’re not planning to release more for a big push later on.

You can see a full listing of available titles here:

Dungeon Masters Guild


Maybe we’ll get to see some of our favorite old school modules soon.

What are some books you’d love to see reprinted?

  • Seienchin

    This is really cool. In the age of memberberries I hope a lot more companies rerelease old stuff. The recasting of old 40k miniatures and rerelase of bloodbowl shows GW is also with this new trend.
    I for one love it. As a child I loved RPGs and Tabletops but never had the money to buy half of what I wanted. Now I can buy the stuff I always wanted, but it isnt around any longer…

  • xNickBaranx

    I always loved the cover art to Castle Amber. So strange to think I was introduced to many of the classics in the candy aisle at 7-11.

    Yes. My local 7-11 sold D&D modules in the early 80’s. It’s so weird to think about now.

    • dave long island

      Great module!

  • CatachanCommissar

    3.5 4 lyfe son

  • Old zogwort


    • Jay Arr

      I can’t like this enough. For now, I’ll settle for the new Torment game when it comes out. But it’s not the same by a longshot.

  • Damistar

    I’d pick up Keep on the Borderlands and the Saltmarsh series.

    • dave long island

      ‘The Sinister Secret of Saltmarsh’! U1! The cover gives so much away, and so few players ever figured that out.

      • Jay Arr

        Hah, I loved that module. They would’ve gotten away with it too if it weren’t for those meddling adventurers.

        • dave long island

          Haw haw!! Yeah that’s totally appropo! Yeah that was a great module!

  • Christian Møller Hansen

    i dm’d that mordenkaine adventure,, it was murder,, as far as i recall the party died several times over,, them 1st edition times where strange indeed…

  • Why people still pine for the basic/1e era of game design, I’ll never understand. I don’t agree with most of the things John Wick says, but I do agree with him that the writing was mostly awful and the adversarial approach many early modules (notably Tomb of Horrors) took to player-GM interactions was a bad idea from the moment of its inception.

    Clearly the failure is on my part–5e is succeeding solely on the strength of “ZOMGlook! Nostalgia!”, after all–but that people actually enjoy this drek will forever render me nonplussed*.

    * – Look it up; the word doesn’t mean what you think it means.

    • Matthew Pomeroy

      I am one of those strange creatures that vastly prefers 1st and 2nd edition to 3rd, and despise 5th, I can say what I prefer about the older editions is the feel of them and the settings,.

      • Xystren

        Add me in there also. My primary group I play with started with the pre-redbox basic edition (the old woodgrain box) and we pretty much play that with 40 years worth of common-sense house rules. Within those 40 years of house rules we have pulled in certain aspects of other editions (generally 3.5 and earlier) and some from Pathfinder.

        Players often get too caught up into the rules, and lose sight of the “role-playing.” That’s where I find the fun of it. When you get into the meta-gaming and attempt to formulate the path to the character of most power – to me, that pulls the fun out of it. When we go up levels, pick skills, etc., we make sure the skills improved were relevant to what occurred during the time the experience was gained – or there is specific time taken away from the party to train for those skills.

        I really lost interest in the newer editions, when they became a money making machine – all the supplementary rule books was getting excessive. And they really provided nothing more than than what we already provided with our own house rules.

        • Matthew Pomeroy

          I think that there was a major change in the spirit of the game as well, we went from “making the call as DM” to going through a lot of “tactical” rules to figure stuff out.

          • Xystren

            Oh gosh yes. A few other groups I played with were total rule freaks to the degree that it ended up in an arguments, the DM getting pissed off and taking it out on the rest of the player characters – it was no surprise that that group wouldn’t last longer than a few modules.

            A quote from the AD&D DM’s guide, “The Final word, then, is the game. Read how and why the system is as it is, folow the parameters and then cut portions as needed to maintain excitement.” That spirit got lost as you mentioned.