Switch Lights

The lights are on

What Is The Next Dungeons & Dragons?



Last week, Wizards of the Coast finally pulled back the curtain to reveal that a brand new edition of the world's most well known role-playing game is on the way. As the longtime centerpiece of the tabletop role-playing hobby, as well as the chief inspiration for dozens of video games over the years, it's no exaggeration to say that Dungeons & Dragons has had a profound influence on gaming and gamers, whether you play at a table, in front of a screen, or some combination of both.

The most recent edition of the game released in 2008 to mixed reaction from fans. Its intricately balanced classes and highly tactical combat excited many enthusiasts, and drew many new players into the fold. However, its dramatically different approach to gameplay systems, non-combat encounters, and highly specific rules alienated some, many of whom continued to play older versions of the game, or switched to other role-playing systems.

Since its announcement last week, one feature of the newly announced edition has been placed front and center; Wizards of the Coast wants to unite the disparate groups of players who love the game, and craft a functional and fun definitive version of the game. How is that even possible? We went right to the source, and put some questions to Wizards' Mike Mearls about what longtime players (and potential new players) can expect out of this newly announced venture. 

Just to get started, what is your name and title at Wizards of the Coast, and what is your role in connection to this new edition of D&D?

My name is Mike Mearls, and I am the senior manager for the Dungeons & Dragons R&D team. I’m in charge of shaping the creative vision for D&D. I work with my staff to come up with the big ideas that we want to implement in our product lines, including the RPG, board games, and miniatures.

Early messaging on the new edition of the game is strongly focused on the idea of unifying the varied groups of players out there in the gaming world.  How is that possible, given some of the dramatic differences in rule systems between the different editions?

We want to create a shared foundation that people can build upon, so it’s really about creating a slim, easy to use set of rules. From there, there are two basic paths.

Players can pick their own style and complexity within a class. Think of it kind of like having a $10 budget to spend on lunch. Some people will go to a restaurant and buy a $10 lunch special. Someone else might spend that $10 by ordering a few different things off the menu, rather than a special. Someone else might take that $10 and go to the grocery store to buy all the ingredients for a recipe they like. The idea is to put everyone on the same scale, but then allow people to burrow into the level of detail they want.

DMs have a similar process they can go through, adding optional rules to flesh out their campaigns. Those options can range from creating a unique list of races or classes for a setting, to adding in special rules for things like managing a kingdom or waging a war.

I’m hoping you could shed some light on what fundamental concepts remain key to the new edition. In other words, what elements of the existing D&D game are absolutely essential to bring into a new edition, whether in terms of game systems, storytelling, or atmosphere?

We actually went back and played every major edition of D&D and used those experiences to help narrow down the absolute core elements of the game. If you removed those elements, it’s not D&D. Our list includes the six abilities, classes, levels, hit points, Armor Class, and a few other things. In many ways, the list creates the shared language that links the editions.

Of course, the most important element of D&D is the DM. We found that across all the editions, the DM was more important than the specific rules. Supporting DMs and giving them the tools to create the campaigns they want is an important goal for the project.

4th edition D&D pushed forward the concept of powers as the core elements of a character’s class, and was in many ways a new approach to play. Does the new edition have any fundamental new ideas in that vein that will be core to the game experience, or is the new edition entirely built around drawing ideas from older versions of the game?

It’s a little too early to say, but I think our approach to slimming down the game and putting the focus on the absolutely essential elements of D&D and then building upon those elements will be a defining aspect of the design.

While many gamers praised the tactical and balanced combat of 4th edition, other players hoped for deeper non-combat interactions. Is the out-of-combat gameplay an important focus for the new edition, or do you see combat maintaining its primacy as the central feature of the upcoming system?

One of our mantras is to let the DM and players decide on the focus. This is where the idea of a strong foundation and flexible rules that can be layered upon comes in. It isn’t the job of the D&D rules to tell you how to run your campaign. The rules are tools that you use to create the campaign you want. That’s a big part of our design philosophy.

[NEXT UP: Can D&D succeed without an open license for third-party publishers?]

Email the author , or follow on .

Comments
  • Dragons... Rawr
  • Never heard of this game gotta check it out.
  • I'm surprised, this is the closest release in a while, but cool anyway.

    I'm sure I'll be force to pick it up on launch day, all three tomes...

  • lololololololol!11!!!!1 dungins nd drgons r 4 nerdz!!11!!#@i
  • You can't go wrong with a little D & D. Exciting.

  • Still waiting for Baulders Gate 3
  • None of my friends play D&D anymore :( I have one cousin who's really into Warhammer who'll play once in a while but that's it. The others have all moved on to video games or just stopped playing. Bums me out
  • I hope they make this thing much more like 3.5 than 4.0. I have had tons of fun with 3.5, 4.0 is just awful for me to even look at however. Oh well.

  • Man I love D&D but its just a dying franchise these days. I mean of course it will always be THE Driven factor for all RPGs in the Video Game Industry, but I think its time they give the thing a proper burial then a premature one in the future.

  • That dragon in the picture looks a lot like the dragon from WoWs Cataclysm expansion.
  • Wait, was Dragon Age 4th edition?
  • To bad there aren't anyone who plays this were I live at. I'd love to give this game a try..

  • Staff
    EXCITED.
  • Exciting stuff.

  • They lost me (been playing since Basic) with  the latest edition - healing surges pretty much broke it for me. D&D was never tabletop gaming for me either (if I wanted to TT I'd play Warhammer, Car Wars or something like that).

    Still best of luck to them...

  • "Dungeons & Dragons has had a give-and-take relationship with the video game world over the years. Can you speak to whether there are any lessons the design team has drawn from the success of recent video game RPGs, specifically within the MMO market? If so, can any of those lessons be applied to making a new edition of D&D better? The big lesson I’ve learned is wrapped up in the art. When you look at some of the great fantasy games out there, you have these vivid, memorable fantasy worlds built on great visuals. Having a consistent look and feel for our worlds is one of our big goals, and we’re putting resources against creating that consistency." Having a consistent look and feel for their worlds is one of their big goals, yet at the same time they're putting resources AGAINST that consistency!?! I don't understand this... Is he saying that they've learned that strong Graphics are good, so they're gonna apply that lesson by using resources to fight against good graphics in their next D&D Edition!!? That sounds completely borked! Did I mis-read this? O_0
  • The only thing that would make this better is if someone would make Baldur's Gate: Dark Alliance 3!

  • I started playing D&D in my early teens and 3rd edition was the format I cut my teeth on. It was fun playing with my friends and family but admittedly it was a bit daunting at times having to parse through all the different rules, variables, and supplements the system contained.

    I had friends up at college who just flat out refused to even bother with 3rd edition, some stuck with the much simpler 2nd edition, others made up entirely original systems of their own. I remember giving 4th edition a shot when it first came out and liking the more easily accessible set-up, hard to believe they're already rolling out a 5th edition.

    If WoTC make good on their claims and manage to make a simple yet deep system that manages to make believers out of players of all preferences, I might just have to give it a shot.

  • Robustness and Complexity are the fountains of youth for 3.5 D&D. I don't know how they're going to try and pull that off. The only thing I can relate what they're saying to are the class packages they presented in the 3.5 player's handbooks. Otherwise you could make your character any way you wanted to. I'm interested to see how they're going to improve on that to say the least.
  • There is supposedly a new Neverwinter game coming out some time, but you don't hear much about it. www.playneverwinter.com/frontpage

    (Goes to Wikipedia to check the details, Wikipedia is down, #$@!%^&, oh yeah that's right I hate SOPA, doesn't feel so bad)

1 2 Next