On January 9, the game’s publisher, Hasbro-owned Wizards of the Coast, announced that they have begun development of the fifth edition of the Dungeons & Dragons rules. A rewrite of a not-even 40-year-old game might seem trivial, but Wizards’ has set an ambitious goal: To create, with the help of their fans, a “universal rule set” which unifies all players under one single system.
“We’re focusing on what gets people excited about D&D, and making sure we have a game that encompasses all different styles,” says Mike Mearls, group manager for the D&D research and development team. “Even if you haven’t played in 20 years, we want you to be able to sit down and say, ‘this is D&D.’”
In its current form, Dungeons & Dragons isn’t a single game that everyone plays the same way; it’s more like several different games descended from a common ancestor. Over its four decade history, the game’s designers frequently changed the rules and republished them; sometimes they did so to fix problems, sometimes just to sell new rule books.
As a result, the fanbase is fractured to the point of making it difficult to play the game, isolating players that don’t know or enjoy particular versions. More worrying, if you’re Wizards of the Coast: A devoted player of 1977′s “Advanced Dungeons & Dragons” rules might play your game every single week —even though they haven’t spent any money on it in 35 years.
To solve this problem, Wizards has been looking back at each edition of the game going back to 1974, and identifying core rules that make the game work best. They’re also soliciting suggestions from players via weekly columns on their web site, and through community discussion threads. And in coming months, they’ll host several rounds of playtesting, allowing fans to try out new rules before they’re finalized, and identify what does and doesn’t work.
When completed, that collective wisdom will be used to craft a new engine that will serve as as a sort of “best of” edition —and which should be familiar and fun whether you’re green or a grayhair.
Of course, bringing all kinds of players under one tent isn’t easy when they want different things. To address that, Mearls says the new edition is being conceived of as a modular, flexible system, easily customized to individual preferences.
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As they begin this new project, Wizards staff are acutely aware of how changes can go wrong; The fourth edition rules, released in 2008, upset many long-time players, who felt it borrowed too heavily from online RPGs like Activision Blizzard’s World of Warcraft, pushing creative play aside in favor of repetitive combat.
“With fourth edition, there was a huge focus on mechanics,” says Mearls. “The story was still there, but a lot of our customers were having trouble getting to it.”
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Most of all, it feels like D&D, not a console video game, or an MMO, or a card game. That’s the first step towards bringing old players home.
“D&D is like the wardrobe people go through to get to Narnia,” says Mearls. “If you walk through and there’s a McDonalds, it’s like —’this isn’t Narnia.’”