By Ed Grabianowski
Yesterday, roleplaying game publisher Wizards of the Coast announced the
development of a new edition of D&D. This revision comes less than four
years after the release of the last edition of the stalwart RPG. For
years, D&D players have drawn battle lines over which edition of the game
they prefer, and Wizards is now hoping this new version will lead to a
cease-fire. But how will they reunite these various D&D tribes after 40
years of rules revisions?
The latest edition of D&D doesn't have a name yet, though everyone's
calling it 5th Edition (or 5E), mainly because the last edition was 4th
(not unlike Led Zeppelin IV). The announcement was heralded by articles
at mainstream media sites like Forbes and the New York Times –- Wizards
flew a bunch of media folks out to their Renton, WA headquarters to
unveil the game and even run them through a play session with D&D R&D
head Mike Mearls as the dungeon master. Details are hidden behind
non-disclosure agreements for the time being.
There are two important things to note in the official announcement of
the new edition. First, Wizards will "crowdsource" the design to some
extent by releasing parts of the rules for gamers to test and play with,
then offer feedback on. It's essentially an open beta, and a method with
proven success –- Paizo Publishing used it when developing the Pathfinder
RPG in 2009, and that game now reportedly outsells D&D. Second, in the
words of Mike Mearls, "We want a game that rises above differences of
play styles, campaign settings, and editions, one that takes the
fundamental essence of D&D and brings it to the forefront of the game."
Is edition unification even possible? A trip through the convoluted
history of D&D's editions will show us how we got here, and if there's a
way out.
D&D debuted in the mid-1970s as a boxed set, with rules based on
Chainmail, a tactical miniatures game. A few digest-sized supplements
were published, too. Copies are fairly rare. This version of D&D could be
considered "0th Edition." In the late 70s, the D&D rules were compiled,
reworked, tweaked, fixed and altered significantly, incorporating many of
the new rules from the supplements. This version was published as
Advanced Dungeons & Dragons (AD&D) in 1977, and enjoyed a fairly robust
life with a lot of supplements and adventure modules. When someone says,
"I only play 1st Edition," this is what they're talking about.
Here's where things get slightly complicated. Simultaneous to the
development of AD&D, game publisher TSR put out a series of boxed sets
simply called Dungeons & Dragons. These were intended as introductory
products to make it easier for players to learn the game and eventually
move up to AD&D. Many gamer have fond memories of the "Red Box" basic set
released in the 80s, so much so that Wizards put out an introductory set
with a nostalgic reuse of the Red Box's cover in 2010. These sets
remained in production from 1977 through the mid-90s, when they were
combined into a single book called the D&D Rules Cyclopedia. For all
intents and purposes, this is a completely separate game from AD&D,
although it obviously shares many rules and concepts.
The 2nd Edition of AD&D was published in 1989. This is the edition that
stripped out all references to demons and devils to sidestep the Satanic
panic that was in vogue at the time. It changed the rules significantly,
most famously for creating a strange system for figuring out what you
needed to roll to make a successful attack, known as THAC0. Combat was
much more tactically detailed in this edition.
3rd Edition came out in 2000. At this point, the D&D boxed sets were
discontinued, and this main branch of the D&D product line did away with
the "Advanced" prefix. 3rd Edition did away with THAC0, brought fiendish
monsters back to the game, and made several other major changes. A
revision of 3rd Edition was published in 2003. Known as D&D 3.5, it
angered many players who felt it forced them to rebuy all the core
rulebooks so shortly after they were first published.
The really important thing about 3rd Edition is that it was published
under the Open Gaming License, or OGL. The core mechanical rules of the
game, known as the D20 System, could be used, expanded upon and
republished by third party companies, much like open source software. No
one needed permission from Wizards of the Coast to publish something
based on the D20 rules, resulting in an explosion of third party
supplements, adventures and entirely new games.
As the publishing life of 3rd Edition ended and 4th Edition was
developed, the D&D story took some twists and turns worthy of the most
devious dungeon master. Wizards had licensed their two flagship gaming
magazines, Dragon and Dungeon, to Paizo Publishing. In anticipation of
4th Edition, they revoked that license. Paizo in turn used the OGL to
revise and refine the 3.5 D&D rules and create their own role-playing
game, Pathfinder. Pathfinder is essentially D&D 3.75. Paizo recently
started claiming that Pathfinder is the best-selling RPG in the world,
and while I'm not sure what the claim is based on (Wizards doesn't
release sales numbers), I don't doubt that it is true or very nearly
true.
What of 4th Edition D&D? It's the most drastic change in the rules yet,
such a thorough reworking of the game that characters made with older
editions are virtually impossible to convert for use in 4E. All character
classes are balanced, giving everyone "powers" to use in combat –-
wizards have spells, fighters have elaborate attack moves, and so forth.
4E is deeply polarizing among D&D players –- many accused Wizards of
dumbing the game down, or trying desperately to appeal to World of
Warcraft players. There are many positive and innovative aspects to 4E,
but the numbers don't lie, D&D isn't healthy right now. You could write
entire articles about why Wizards stumbled with 4E – in fact, I have.
This brings us back to 5th Edition. There's no possible way to literally
unify the various editions under a single rule set. It would be like
trying to build a car that can use parts from a 2010 Mustang, a 1950
Packard, and a tractor. And the edition wars are a serious problem for
gamers, as RPGS are social games. You need a group to play, and if this
girl prefers 2nd Edition, this guy only plays 3rd and those two dudes are
only into Pathfinder, none of them get to play.
It seems like Wizards is aiming for a thematic unification, One System to
Rule Them All, a version of D&D so perfect, so adaptable and so in tune
with the game's ideals that it will win over every gamer. That's
impossible too, of course, but it pays to aim high. If you're interested
in being part of the 5E open playtest, you can sign up at the bottom of
the official announcement.
--
Yes, we can!
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