| one dour badger ( @ 2007-08-22 00:58:00 |
Nice while it lasted...
Last week at GenCon, Wizards of the Coast announced that they will, next May, be releasing the 4th edition of Dungeons and Dragons. The D&D website has full coverage of the announcement, with links to video of the GenCon seminar on YouTube.
I'm not going to rant about everything I didn't like in their presentation, and let's not even get started on how quickly they decided to invalidate all the books I've purchased this time around, but a couple of things they said caught my attention more than the rest. One of them was "subscription-based," and the concerns this raises are obvious enough. But far more worrying to me was this:
"We're defining the roles of the character classes. Like a sports team, you're going to know what your character, depending on what class he is, is supposed to do in encounters and in the game as a whole."
This does not appeal to me, not one little bit. I started playing D&D about the time 2nd Edition came out, and it whetted my appetite for roleplaying, but the rigid class definitions got stale the instant I first encountered a game which didn't have them. Starting with Palladium games (perhaps the stiffest system still on the market), and then moving to the likes of Storyteller, Legend of the 5 Rings, Earthdawn, the old d6-based Star Wars game, Ironclaw/Jadeclaw, and even Deadlands: I've seen a fair number of gaming systems, and learned a lot about what I like and don't like. And toward the end of the '90s, I had started working on a gaming system (and world) of my own, trying to gather together the good bits and avoid the bad from all the games I'd played.
D&D 3rd Edition was released in 2000. The core rules were pruned, multiclassing was simple and viable, and the skill and feat systems allowed a fair degree of character customization. It wasn't perfection, but nothing about it distinctly turned me off... and with the WotC marketing powerhouse behind the D&D trademark, it rapidly became the game that everyone knew how to play, which was the most important thing. Much as I resigned myself to Windows at about the same time, I've played almost nothing but D&D since 3rd Edition was released.
But now, as best I can interpret, we have been told that D&D is bucking for a slice of the WoW pie, and as such will soon become more rigid again. Maybe I'm wrong, maybe stronger guidelines won't actually hinder you straying off the path... but I think I'd like to prepare myself for things being just as bad as I expect.
I'm pulling my old project off the shelf. Expect updates.
This post, and others on the subject, will be mirrored at lapsing.blogspot.com.
Last week at GenCon, Wizards of the Coast announced that they will, next May, be releasing the 4th edition of Dungeons and Dragons. The D&D website has full coverage of the announcement, with links to video of the GenCon seminar on YouTube.
I'm not going to rant about everything I didn't like in their presentation, and let's not even get started on how quickly they decided to invalidate all the books I've purchased this time around, but a couple of things they said caught my attention more than the rest. One of them was "subscription-based," and the concerns this raises are obvious enough. But far more worrying to me was this:
"We're defining the roles of the character classes. Like a sports team, you're going to know what your character, depending on what class he is, is supposed to do in encounters and in the game as a whole."
This does not appeal to me, not one little bit. I started playing D&D about the time 2nd Edition came out, and it whetted my appetite for roleplaying, but the rigid class definitions got stale the instant I first encountered a game which didn't have them. Starting with Palladium games (perhaps the stiffest system still on the market), and then moving to the likes of Storyteller, Legend of the 5 Rings, Earthdawn, the old d6-based Star Wars game, Ironclaw/Jadeclaw, and even Deadlands: I've seen a fair number of gaming systems, and learned a lot about what I like and don't like. And toward the end of the '90s, I had started working on a gaming system (and world) of my own, trying to gather together the good bits and avoid the bad from all the games I'd played.
D&D 3rd Edition was released in 2000. The core rules were pruned, multiclassing was simple and viable, and the skill and feat systems allowed a fair degree of character customization. It wasn't perfection, but nothing about it distinctly turned me off... and with the WotC marketing powerhouse behind the D&D trademark, it rapidly became the game that everyone knew how to play, which was the most important thing. Much as I resigned myself to Windows at about the same time, I've played almost nothing but D&D since 3rd Edition was released.
But now, as best I can interpret, we have been told that D&D is bucking for a slice of the WoW pie, and as such will soon become more rigid again. Maybe I'm wrong, maybe stronger guidelines won't actually hinder you straying off the path... but I think I'd like to prepare myself for things being just as bad as I expect.
I'm pulling my old project off the shelf. Expect updates.
This post, and others on the subject, will be mirrored at lapsing.blogspot.com.