The next edition of D&D
is on its way. I'm excited, because it's new D&D, and new D&D
has excitement baked in; but I'm also disappointed, because this is
the first new edition that will arrive when I'm anything but sick of
the existing edition, and worried, because I'm afraid that what I
love about 4E won't survive the transition. This might mean for the
first time that the newest, shiniest version of D&D is not the
version of D&D I actually choose to play.
The
transition out of 4E will be a tricky one for Wizards because the
community is heavily polarized between players who made the switch to
4E, and players who stayed with 3E or slid over to its spiritual OGL
successor, Pathfinder. (The market split is difficult to judge, but
Paizo have certainly enjoyed a lot of success with their sumptuous
line.) I don't have any stake in Pathfinder but I can certainly see
the brand loyalty it inspires and I doubt that Wizards will make much
of a dent in it.
To the point: I adore
4E. Of all the game systems to have born the D&D name, it' my
favourite, mostly because of its uncompromising design. WotC bravely
distilled what they saw as the essence of D&D from its many
incarnations, and built a game representing how D&D was actually
played. Whether by luck or
judgement on their part, the system aligned closely with what D&D
meant to me; it fixed many of the flaws which left me exasperated at
the end of 3.5E's run (adventure prep time and uninteresting, swingy
high-level combats); shed a few sacred cows that I'd never really
seen much point in (Vancian casting was one of the main reasons I
never played mages), and introduced a swathe of clear thinking which
codified a lot of what went on at the table anyway (PC and monster
Roles). In return we got balanced, interesting, flavourful classes, a
focus on strategic teamwork, and a new take on the D&D universe
which bulged with potential.
The
journey was not smooth. Out of the gate, Skill DC guidelines were
off; Skill Challenges were well-conceived but badly tested and
explained; some monster types were poorly imagined and mathematically
broken, resulting, if no action was taken by the DM, in the potential
for long, boring combats; stealth rules were a mess; the digital
initiative, boldly promising character building, visualisation, and
virtual table-top play, was nowhere in sight. Most of a great game
was there, but it took some quick errata and several months of hard
software engineering to bring out the shine.
4E right now is a
comprehensive, elegant, gamer's game. It's certainly not without its
flaws (for another time), but it's stood up to over a hundred
sessions as a DM and half as many again as a player, and I still get
excited every time a new session is around the corner. The online
tools are in really superb shape as well, having finally been
polished back into the quality they were in before being moved
to an online model, and beyond (the Monster Builder in particular is
just fantastic).
My
problem is I know very specifically which parts of 4E's design make
me love the game and I'll be looking closely at 5E to see if the new
game is designed the same way. I don't mean literally: I don't
require Powers and
Roles and all that stuff, but I require the thinking behind them to
be expressed somewhere in the game. I have no need for
a new edition, but I'm still excited to see what comes out. It may be
that Cook et al. achieve a resounding success and create a vast,
modular, unifying expression of thirty years of D&D in which
everyone can find a game they love... I'd certainly be a happy gamer
if that came to pass. But what I'm seeing so far is a stated goal to
please all gamers all of the time, something which I just don't think
is possible and is without doubt the opposite starting point from 4E.