Walked my darn feet off, but very glad I came this year. There’s a heck of a lot going on.
I
made it to a panel titled “D&D Digital Discussion” and while they
talked about what they’re doing with DDO and the upcoming iteration of
Neverwinter Nights (an MMO that, yes, also includes player-created
content), the highlight of the panel was chatting with Jon Schindehette.
He’s largely responsible for the move away from the, um, unpleasant
style of art direction that dominated 4e previous, especially the
covers. He talked about how they’ve opened things up for a wider range
of art, expanding the possibilities so that the art better reflects the
content of the book. So a work with a more humorous topic might have
more cartoony art. I couldn’t help but think of the cover Gabe of Penny
Arcade did for the Player’s Strategy Guide, which seemed a good fit
since the book appeared to gather together all sorts of advice and
strategies that had been floating around on the ‘net. (And if you haven't been following his blog, The ArtOrder, do so. Lots of great art to see there.)
After
that was “D&D Next: Creating the Core”. Not a whole lot here that
was new and earth-shattering. They’re taking the playtesting process
seriously, they’re working slowly, and they’re willing to scrap an idea
and start from scratch if it doesn’t appear to be working (as they’ve
already done with the fighter). They’re still wedded to their
simple-core-plus-modules idea. Alas, my attempts to get Shields Shall
be Splintered as part of the official rules were rebuffed. Curses! I
may have to fall back on my crack team of troll ninjas after all...
That
evening, they had “The Future of D&D” at the Rooftop Ballroom of
Indiana. The venue was perfect: a large open room with pro lighting,
video, and audio facilities, and a Spanish town-square motif. Cut-out
heroes, halflings, and an owlbear lurked in windows and open spaces.
The smoke machines were probably a bit much, though.
They
warmed up the crowd with tunes from The Sword (Austin represent!),
Ozzie, and Led Zeppelin. The audience waited patiently, since the show
wasn’t at its originally scheduled location and it was raining. By the
time things got rolling, they had a full house.
Somewhat
surprisingly, things started off with Peter Adkinson. Apparently, this
was the first GenCon keynote address, and he clearly hopes to make it a
regular thing. He introduced Greg Leeds, President of WotC, and he
introduced Kevin Kulp before leaving the stage. Kulp introduced Mike
Mearls, Jon Schindehette (whose official title is, I think, Creative
Director for D&D), and Ed Greenwood.
What
followed was both entertaining and mildly uncomfortable. Part of that,
I think, was the fact that D&Ds fans have, to a lesser or greater
extent, a mildly adversarial relationship with WotC. More, I think, was
due to the crowd simply not understanding the rhythms of events like
this, or being invested in any way in its success. Obvious applause
lines were passed over in silence, while Leeds was clearly taken by
surprise by some spontaneous applause for Gygax and Arneson. In any
event, the crowd was ready to be less than impressed by the scripted
marketing dog-and-pony show they knew they were getting, but also
willing to give props where they were due.
There
was a lot of talk about how “the fans control the brand” of D&D and
how trying to have the designers tell people how to play D&D was
the wrong tack to take. (This could be seen as a repudiation of 4e’s
design philosophy and, quite frankly, this was among the most anti-4e
language I’d yet seen from WotC, though they refrained from naming
names.) Mearls waxed greatly about allowing people to make the game
their own at the table. (For instance, should magic-users use Vancian
magic, spell points, or some combination of the two? Their answer was,
“Yes,” and so we get a wizard class, a sorcerer class, and a warlock
class.)
That
seemed to contrast sharply with Schindehette’s talk about building “the
biggest bible ever for the setting of D&D.” Things started making
more sense when Greenwood started speaking about the Forgotten Realms in
5e and how it’s going to be transformed in a set of six novels.
Apparently, the Realms are going to be the first official setting
released for 5e, and while they never used the phrase “default setting”
that’s the general vibe I got from them.
One
bit of surprise news was the estimate that the playtest might last two
years. Mearls insisted they were not in a hurry to end the playtest,
and in the “D&D Next: Creating the Core” he also hit on the notion
that they want to get it right the first time, and they’re willing to
invest the time and effort necessary to do that. It’ll be interesting
to see how that plays out, but with Magic doing so well right now,
perhaps they can afford to take things slowly.
Tomorrow,
I’m scheduled to attend the following panels: “The Art of the Art of
RPGs”, “The Art of Pathfinder”, and “Fund Your Game Project with
Kickstarter”. I’m also hoping to get some more time in the dealer hall;
I barely scratched the surface on that one today. If you’re at GenCon
and you’d like to get together over a brew or a meal, please drop me an
email or a comment here. And if there’s something you’d like to hear
more about, let me know.
First bit of art from Cryptic Studios. The photos were generously provided by Elizabeth and Greg M.
4 comments:
I thought the most surprising and interesting part was that they are going to open the vaults and provide digital copies of all previous edition materials for sale again, starting in 2013.
Thanks for this. Great summary.
I had the opportunity to attend 'The Art of Pathfinder' at Paizocon. Assuming it's the same/similar, it was quite a good panel.
Thanks for the inside update!
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