Saturday, August 18, 2007
Dungeons & Dragons 4th Edition Announced
I guess it's official. My extensive library of 3rd edition and 3.5 edition Dungeons & Dragons crap is going to be obsolete next summer. Dungeons & Dragons, the great ol' granddaddy of all role-playing games, is apparently receiving another facelift.
For a scary amount of detail pulled out from GenCon and press releases, check out this thread at ENWorld.
This time around, the goals for the latest revision seem to be:
* Faster set-up time and game play
* Easier / More Accessible to new players
* Integration with digital distribution, and the online gaming community, including online "gaming tables" to bring people together to play across the Internet
* Trying to see if they can't buy into the whole MMORPG "monthly fee" thing.
All noble goals, to be sure. And there are rumblings and rumors that there will be a 4th edition equivalent to the "Open Gaming License" that helped make the original release of 3rd edition such a huge success.
Bill Slavicsek, the Dungeons & Dragons R&D director, drops some more hints about what's going on:
The future (only nine months away!) contains the same D&D we all play on a regular basis. It’s still going to be a tabletop roleplaying game. It’s still set in a medieval fantasy world of magic and monsters. It’s still the d20 Game System. But the rulebooks appear more vibrant, more visually stunning, and much easier to use. The game mechanics have been amped up to eliminate the game-stoppers, accentuate the fun factors, and make play faster and more exciting. In the future (now only eight months, 29 days, 23 hours, and 50 minutes from now!) D&D Insider provides its members with immediate access to Dragon Magazine and Dungeon Magazine, to enhanced and expanded content tied to the newest physical book products, to an amazing suite of digital tools to make Dungeon Master preparation and campaign management easier to handle, to a Character Creator that provides not only an interactive character sheet but a visualizer that lets you determine the exact look of the characters you create—and, D&D Insider provides a digital D&D Game Table. that turns the Internet into your kitchen table. This amazing application, which we’ll talk more about as the weeks go on, allows you to supplement your face-to-face gaming 24/7, helps you find a group to game with if you don’t happen to have a face-to-face group, or lets you hook up with gaming buddies who long ago scattered to the four winds. Take a look at the prototype movie we showed at Gen Con to get a first taste of the D&D Game Table.But will I be buying into it? That, I cannot say. I am sure I'll be picking up the 4th edition Player's Handbook, at the very least, because I am a Dice & Paper Role-Playing Game junkie and I read game books for games I never play just for the fun of it. Yes, I'm a sick guy who probably needs professional help.
But playing it? Probably not so much. Besides the problem of convincing our gaming group (which has now swelled to WAY TO FREAKING MANY PLAYERS for a Saturday night game - we have enough for 2 separate games now) to buy new rules, there is a really huge issue in that I am not seeing (at this point) a compelling reason to change.
First of all, the designers did too good of a job in 3.5. They fixed most of the "bugs" in 3rd edition (which was a fantastic re-envisioning of the game on its own). Unlike the previous editions, there isn't a whole lot that I'd consider "broken." Other than the fact that the game is a little on the complex / unwieldy side, but as a Hero system veteran I mock those who think it's "too complicated." I mean, you don't even have to do long division in the middle of combat!
Secondly - edition 3.5 finally feels "mature." This means something different to a consumer than to the publisher. To a publisher, "mature" equates with "stagnant." Sales have dropped off because people already have all the books they could possibly use - and then some additional ones besides. I can't blame them for wanting to press the "reset" button at this point to go back to the days where everything was fresh and new, and players were ready to buy every single piece of crap book you could throw out at them.
To the player - mature means something else entirely. To me, it means I've got a sagging bookshelf full of possibilities that will take me years - decades, really - to get close to exploring fully. It means our gaming group is finally comfortable with the rules and gaming sessions tend to go more smoothly. It means I'm heavily invested in one product, very satisfied with said product, and not particularly interested in making a switch to a competing product even by the same manufacturer, even under threat of dropping support for the old product.
Because it's been a pretty plentiful seven years.
A similar thing happened with White Wolf's World of Darkness system (of which "Vampire: The Masquerade" was the flagship). Second edition really cleaned up the problems with the first editions of all the books. Then the third editions came and broke almost as much as they fixed. And now they've completely modified the entire world in an effort to push that reset switch and get everyone buying brand-new sourcebooks all over again.
But meanwhile, a lot of people (our group included) are still playing 2nd edition. Or a hybrid of 2nd and 3rd.
Still, it'll be interesting to follow what happens. Even if you don't touch the dice & paper stuff, you know there'll be some licensed D&D 4th Edition CRPGs we'll be playing in a couple of years.
The first official 4th edition D&D book will be the Player's Handbook, to be released in May 2008, followed by the Monster Manual and the Dungeon Master's Guide in June and July, respectively.
For more information, check out the new website, DNDInsider.com.
(Vaguely) related expositions of my geekiness:
* Original Dungeons & Dragons Trivia
* Disappointment in the Demonweb Pits
* Adult Dungeons & Dragons
* Teenagers and D&D
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Labels: Roleplaying Games
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Money.
How does a traditional publishing company survive when they've captured and saturated their market?
I guess they have to evolve.
I own the three core 3.5 Collector's Edition manuals, and all the books for the Eberron Campaign setting.
Was I dismayed and disappointed by the announcement of 4.0? At first. But then I realized: I'm the Dungeon Master. Since when do the rules matter? :D
I hope there will be a reasonable amount of cross-compatibility, and that it won't be a totally new system, but if it is something wholly new, and wholly good, I'll buy into it.
I'm also happy to see Wizards supporting network play and digital distribution to the degree that they say. Time will tell if it'll work in practice, but I believe that in order for them to keep bringing us the endless content this is a move they have to make.
Roll for initiative, people.
How does a traditional publishing company survive when they've captured and saturated their market?
I guess they have to evolve.
I own the three core 3.5 Collector's Edition manuals, and all the books for the Eberron Campaign setting.
Was I dismayed and disappointed by the announcement of 4.0? At first. But then I realized: I'm the Dungeon Master. Since when do the rules matter? :D
I hope there will be a reasonable amount of cross-compatibility, and that it won't be a totally new system, but if it is something wholly new, and wholly good, I'll buy into it.
I'm also happy to see Wizards supporting network play and digital distribution to the degree that they say. Time will tell if it'll work in practice, but I believe that in order for them to keep bringing us the endless content this is a move they have to make.
Roll for initiative, people.
I'm not sure what to think about 4th edition at this time.
It seems to me that over the years the quality of the books that they've released has deteriated. WOTC releases one or two books a month. Almost every book released nowadays is $30 for 160 pages, much content of which is fluff. We're lucky if we come away with one or two prestige classes to justify the purchase. I hope WOTC takes the time to release a book of QUALITY every few months.
I agree with your overall analysis of the reason why WOTC is releasing 4th edition. Money is a powerful motivator.
A couple of my friends own nearly every 3.0 - 3.5 book released, and they are a bit upset.
I'm mostly concerned with how 4.0 will change the game. But since there is not much information released yet I'll withhold my opinion on whether I'll upgrade or not.
It seems to me that over the years the quality of the books that they've released has deteriated. WOTC releases one or two books a month. Almost every book released nowadays is $30 for 160 pages, much content of which is fluff. We're lucky if we come away with one or two prestige classes to justify the purchase. I hope WOTC takes the time to release a book of QUALITY every few months.
I agree with your overall analysis of the reason why WOTC is releasing 4th edition. Money is a powerful motivator.
A couple of my friends own nearly every 3.0 - 3.5 book released, and they are a bit upset.
I'm mostly concerned with how 4.0 will change the game. But since there is not much information released yet I'll withhold my opinion on whether I'll upgrade or not.
True enough on all counts.
I guess there are four things I worry about:
#1 - Does it retain the flavor of D&D? Some of the limited discussion I've seen online about power sources, changes in roles, and a theoretical discussion on how the fighter would play at GenCon 2008 make me worried that it'll be a very different game. I thought 3.0 / 3.5 was a strong deviation from the original, but still had a good chunk of the old flavor. I worry 4th might be an even greater deviation (though it still might be a very fun game).
#2 - Backwards compatability with my library. Rumor has it that the game is SO incompatable they aren't going to be releasing a conversion document.
#3 - Fracturing the community. Every edition fractures the community somewhat. 3.0 was probably the most successful in that it was a HUGE change that managed to both retain a big portion of existing fans and bring in new players. Good thing all around, I think. But will 4th do the same?
#4 - Will it be a true "improvement" on 3.5, or simply a "dumbed down" game? I know they are focusing heavily on simplification - and I can't blame them - but I worry about over-simplification (costing us the flexability that 3.5 gave us).
I also think it's too soon. Particularly with the 3.5 upgrade (which was too much upgrade, too soon, as well, though I *love* it --- I think it really cost Wizards some of the goodwill they earned with 3.0's release).
As it is, I'm half-expecting 5th edition (or at least 4.5) to come out before I'm ready to switch systems. (Again - I'll probably buy the core books and play it once or twice, but I think 3.5 will remain our system of choice).
While I also resent the implications of a "monthly fee to play D&D" --- I think that if they handle the online subscription component of the game properly, this could be the biggest win of the upgrade. What D&D needs (and "Dice and Paper" RPGs in general need) is a way to connect players together, get new players playing, and build the excitement of the community that existed both in the early 1st edition and the early 3rd edition days.
I guess there are four things I worry about:
#1 - Does it retain the flavor of D&D? Some of the limited discussion I've seen online about power sources, changes in roles, and a theoretical discussion on how the fighter would play at GenCon 2008 make me worried that it'll be a very different game. I thought 3.0 / 3.5 was a strong deviation from the original, but still had a good chunk of the old flavor. I worry 4th might be an even greater deviation (though it still might be a very fun game).
#2 - Backwards compatability with my library. Rumor has it that the game is SO incompatable they aren't going to be releasing a conversion document.
#3 - Fracturing the community. Every edition fractures the community somewhat. 3.0 was probably the most successful in that it was a HUGE change that managed to both retain a big portion of existing fans and bring in new players. Good thing all around, I think. But will 4th do the same?
#4 - Will it be a true "improvement" on 3.5, or simply a "dumbed down" game? I know they are focusing heavily on simplification - and I can't blame them - but I worry about over-simplification (costing us the flexability that 3.5 gave us).
I also think it's too soon. Particularly with the 3.5 upgrade (which was too much upgrade, too soon, as well, though I *love* it --- I think it really cost Wizards some of the goodwill they earned with 3.0's release).
As it is, I'm half-expecting 5th edition (or at least 4.5) to come out before I'm ready to switch systems. (Again - I'll probably buy the core books and play it once or twice, but I think 3.5 will remain our system of choice).
While I also resent the implications of a "monthly fee to play D&D" --- I think that if they handle the online subscription component of the game properly, this could be the biggest win of the upgrade. What D&D needs (and "Dice and Paper" RPGs in general need) is a way to connect players together, get new players playing, and build the excitement of the community that existed both in the early 1st edition and the early 3rd edition days.
about World of Darkness...
Well, I praise the fourth edition.
While it really is a "reset button, please buy me again", I noticed they fixed some serious bugs about the settings of Vampire, and if they did the same in the other books, well, good work.
What was wrong with the old editions? Well, I noticed since the beginning that they forced bloodlines and clans to be the same thing. This was perfectly senseless to me. I may have same powers as you, but still I may have a completely different idea of what's good and bad.
Fourth edition fixed it removing camarilla/sabbat and putting in instead some much more credible organizations, based not on bloodline but on personal choice.
Well, I praise the fourth edition.
While it really is a "reset button, please buy me again", I noticed they fixed some serious bugs about the settings of Vampire, and if they did the same in the other books, well, good work.
What was wrong with the old editions? Well, I noticed since the beginning that they forced bloodlines and clans to be the same thing. This was perfectly senseless to me. I may have same powers as you, but still I may have a completely different idea of what's good and bad.
Fourth edition fixed it removing camarilla/sabbat and putting in instead some much more credible organizations, based not on bloodline but on personal choice.
#3. It was a huge success because it perfectly combined the semplicity and fun of first edition, with the complexity of ad&d. ad&d was something i could call "dumbly complex", i.e. many many things were complex without ANY reason AT ALL (think about the multiclass).
That's why 3.0 managed to catch up most of players, and lure a lot of new ones.
That's why 3.0 managed to catch up most of players, and lure a lot of new ones.
ad&d was something i could call "dumbly complex", i.e. many many things were complex without ANY reason AT ALL (think about the multiclass).
That's why 3.0 managed to catch up most of players, and lure a lot of new ones.
"Without any reason at all" is probably a good way to explain it. AD&D was pretty much the codification of a ton of ad-hoc rules that had been glommed onto the original Dungeons & Dragons game over the previous four years. "Kitchen sink design," I guess.
So it was mainly a big bunch of special-case tables, add-ons, and exceptions.
Second edition seemed to try and clean things up a bit, but did little to try and unify things into a coherent whole. And they also tried too hard to appeal to angry mothers, so they made it a "kinder, gentler D&D" which lost a lot of its edge and interesting bits, IMO.
3rd was effectively a whole new game system,preserving mainly the flavor of the old editions while reinventing the game mechanics around a few key rules from the original (3-18 base character scores, rolling D20 to hit, level-based advancement in the core classes, etc.)
The thing was, I think at the time it came out, people were ready for a rules change. Will that be the case with 4th edition?
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That's why 3.0 managed to catch up most of players, and lure a lot of new ones.
"Without any reason at all" is probably a good way to explain it. AD&D was pretty much the codification of a ton of ad-hoc rules that had been glommed onto the original Dungeons & Dragons game over the previous four years. "Kitchen sink design," I guess.
So it was mainly a big bunch of special-case tables, add-ons, and exceptions.
Second edition seemed to try and clean things up a bit, but did little to try and unify things into a coherent whole. And they also tried too hard to appeal to angry mothers, so they made it a "kinder, gentler D&D" which lost a lot of its edge and interesting bits, IMO.
3rd was effectively a whole new game system,preserving mainly the flavor of the old editions while reinventing the game mechanics around a few key rules from the original (3-18 base character scores, rolling D20 to hit, level-based advancement in the core classes, etc.)
The thing was, I think at the time it came out, people were ready for a rules change. Will that be the case with 4th edition?
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