The question that every D&D blogger has looked at since January is, "what do I hope for in D&D Next?"
Everyone has had a few months now to calm down after the announcement of D&D Next. A few groups have gotten to sample the first public iteration of the rules at conventions or playtest them at home. No one's allowed to openly discuss the nitty-gritty yet, but those NDA restrictions will be relaxed before long, I expect.
I'm going to devote this week to looking at what a new edition of D&D means: the history of new editions, why revision is necessary, the relationship between players and publishers, and the effect of a new edition on players, campaigns, and the gaming community.
Every new edition seeks to fix problems in the previous edition. Whatever those problems are, they need to be big. Fans don't like switching from edition X to edition X+1. A transition can be exciting and it can energize a flagging campaign, but it's also laborious, expensive, and divisive. If the revision doesn't tackle big issues, then it's not worth the players' time, expense, and effort.
The key here—and I'm going to return to this notion more than once—is that those problems tend to bother game designers more than they bother players. Players get accustomed to the game's idiosyncrasies, rough spots, and breakdowns. Some players even come to like them. R&D's tolerance for component failure is lower than the playing public's, for a host of reasons. (Of course, sales play a role, too. I'll delve into that a bit more on Wednesday.)
Let's take a short stroll through past editions and consider each version's problems that the next iteration tried to fix.