Dungeons & Dragons Next Playtest Released
New submitter thuf1rhawat writes "For a certain type of geek, nothing is more important than Dungeons & Dragons. In January, Wizards of the Coast announced that the next iteration of the game (referred to as D&D Next) was under development, and now they've released an open playtest. They hope to gather as much player feedback as possible to help refine the new rules."
Are they kidding here? Fourth edition is will turn 4 years old next month, and they're already actively developing the next set?
It takes at least four years just to fully develop a new edition of a major tabletop game, with all the adventures and campaign settings and stuff that come out. And forget how long it takes the publishing to catch up, what about the players? All the rule and supplement books are at least $20; the most basic set of stuff for running a campaign is $70+, and that doesn't include any "toys" like campaign manuals or power-gaming goofy shit like epic-level character rulebooks / setting-based weapons and spell guides, etc. That shit's expensive, and it takes time to get used to.
Releasing a new edition of D&D every five years is just as much a slutty cash grab as releasing a new Call of Duty annually. They're not even letting the new version settle in before they prepare to shove it out the door.
My biggest complaint with the fourth edition of D&D is that it has become a miniature game. If I want to play with miniatures I'll pull out Warhammer 40,000. Even the published material really just encouraged people to buy various miniatures to use on the supplied maps. Before the GM became a total ass, half the group I was playing with had not played role playing games and just don't understand what a game is. I tried suggesting other systems and the questions were always how do the maps work, how do the miniatures compare. D&D 4E is not a role playing game and I hope WoTC goes back to a role playing game.
-- Slashdot, making the Left look conservative since 1997.
Say what you will, 4e makes a great tactical combat game. WotC was working on a digital thing for it, except the head developer committed a murder-suicide.
http://seattletimes.nwsource.com/html/localnews/2008085333_murdersuicide01m.html
http://www.examiner.com/article/the-murder-suicide-that-derailed-4th-edition-dungeons-dragons-online
For the first few levels of Gamer, the game system matters quite a bit. Be it so you can collect 'em, min/max them, abuse them, or complain and contrast them. These levels tend to be an adrenaline filled ride, and quite a rush.
After Gamer level four, you start to get access to the skills which suggest the rules themselves aren't as important as you thought. And maybe you start to doctor up your own set of house rules errata, or start to blend aspects from various systems you like, or just start writing up your own.
Around Gamer level seven, the social and creative aspects of gaming can come into sharper focus. This also tends be around the time of the realization that the raw supplies for gaming aren't just coming from RPG and office supply companies... but rather from life itself. Creative inspiration can suddenly be found almost anywhere, not just from books, movies, and songs, but every cultural medium... every thought or emotion.
By level eleven (or sooner, from certain types of cross-class synergy) you tend to have open access to the skills that let you liberally apply your gaming experience to manipulate many of the rules found in life itself.
And since I'm here, I'd like to give a big shout out to those who gamers who breeched the teen levels. Your secrets remain safe with us.
A steaming cup of soykaf would be real wiz right now.