D&D Fifth Edition: Death & Rebirth

Hashtag OSRisOverParty, Hashtag RIPBozo, etc etc. The initial… “edition” of Dungeons & Dragons, Fifth Edition tried to present itself as a reactionary return to some ideal past paradigm of D&D—be it Third Edition to win back territory lost prior to Paizo’s Pathfinder, or an even older Gygaxian edition to get in the pants of the sort-of nascent OSR. Practically, this resulted in a final product that was like a simple Third Edition with dogwhistle-like nods to OSR conventions (since the play-style’s influence in the end was tenuous at best and mostly abandoned after the public test phase). It’s maybe more succinctly described as a people-pleasing game, with the caveat that people-pleasers don’t please anyone.

So, how did it become popular? And how does the new 2024 not-edition reflect major differences between then and now, in terms of how D&D is perceived and played? This is my ramble. Sent from iPhone.

Fifth Edition: Born in 2014

Of course, nobody plays D&D as written. Whatever play-style the authors expected, it was certainly not how Fifth Edition was actually received. Popular podcasts like The Adventure Zone and Critical Role interpreted Fifth Edition through the lens of improvisational comedy, theater culture, and online fandom culture. These specific, visible “parties” brought their perspectives of the game to a broader audience, which in turn popularized D&D for a different and larger demographic of women and LGBT people (including Darren Criss types—it’s the girls and the gays and the inexplicably straight theater guys, who are an important part of the whole ecosystem, without whom we would probably perish).

People also attribute some popularization to the Netflix show Stranger Things that features D&D as a plot-point, being set in the eighties. However, I don’t buy that the show or its audience had a long-term, concrete influence on D&D’s culture even if it sold copies of the books. Likely, the people who were attracted to D&D by Stranger Things—and also stayed—shared cultural and demographic affinities with those who were attracted to D&D by online fandom culture.

Either way, over the last decade, a young play-culture became the primary audience of D&D: one spearheaded by geeky women and LGBT people, focused on players telling fantastic stories about characters whose thematic content is often a conscious reflection of their own individual experiences. Certain tabletop games like Vampire: The Masquerade occupied a similar niche for a similar demographic, but D&D itself had not before been associated with that demographic, and the scale of its audience massively outweighs that of Vampire by being derived from online fandom culture and having a legacy brand name (which Stranger Things can actually be credited for solidifying in the public eye).

Fifth Edition: Died in 2014

The shifting image of D&D was not well received by everyone. The new guard had a distinct culture not only aesthetically or priority-wise, but had a structurally novel relationship to the game (which may well be considered a new ‘game’ altogether, as much as all these are distinct ‘games’). The old guards are three, best exemplified by the three historical eras of D&D prior to Fifth Edition: the exploration and war-gamers of First Edition; the fantasy novel emulators of Second Edition; and the tactical combat gamers of Third and Fourth Edition, the latter of which alienated the other two groups and led directly to Fifth Edition’s inception as the People’s Edition. Sort of.

Although those three camps have often conflicted, and continue to do so, D&D Fifth Edition was written on the premise that it could accommodate all three play-styles and cultures. The new culture was perceived in contrast as a total intrusion on all three historical cultures. Hunting for treasure and killing monsters, per se, was not a particular interest of the new culture (except in as much as those activities are generic conventions of D&D that characterize its fiction). Even the “traditional” storytelling culture, closest in theory to the new character-driven culture, hinges on the game master as the central and authoritative storyteller, as opposed to the collaborative storytelling of the later culture which involves players as cowriters of their respective characters’ narrative and thematic arcs.

Not to mention, the demographic difference lent the perception of its culture seeming feminine or faggy compared to the more masculine subject matter of the earlier D&D cultures. It prioritizes emotional attachment and involvement with one’s character and their relationships, which is almost strictly orthogonal to old-school play (where one’s character is their play-piece) or traditional play (where one’s character is non-central or even incidental to the game master’s plot). Players inhabit their characters, imagine how they look or how they act or how they feel, and indulge in their character as a fantasy specific to them. Detractors have called it narcissistic, frivolous, or woke—so what, exactly? It’s not for them? Too bad! D&D after 2014 would see this culture explode and become predominant. Past a certain point, one can bet that Wizards of the Coast felt obliged to capitalize on their newfound market.

2024: Welcome Back, Fifth Edition!

Ten years later, Wizards of the Coast is about to publish a revised (not-)edition of D&D Fifth Edition. Most of the discourse surrounding the new version has been about what has changed on a mechanical level since 2014, and whether these are actually improvements on the game as a formal system. This is the wrong way of looking at the whole thing. The new 2024 version of Fifth Edition is less about the system per se than about D&D having a totally new target audience and culture of play than it used to have in 2014. It is an acknowledgment and endorsement of the game’s now-predominant play-style.

Wizards of the Coast was seemingly hesitant to describe the 2024 version as a new “edition” since, for the last three editions, version numbers have indicated a systematic overhaul of the game’s formal rules. Third Edition introduced the universal D20 resolution procedure, Fourth Edition standardized classes and monsters, and Fifth Edition rolled back the previous edition’s changes while simplifying its granddaddy into less of an accountant’s wet dream. What does that make the 2024 version? Edition 5.5? Or not even that? Definitely not Sixth Edition, Wizards of the Coast says.

Second Edition, however, was barely an evolution of its predecessor. Like the 2024 version, it was rewritten from the ground up to clarify and improve the rules but—more importantly—it codified the game’s culture shift from Gygaxian sword-and-sorcery to romantic fantasy (expressed in traditional campaigns like Dragonlance). Possibly the ‘biggest’ change, one that perfectly characterizes Second Edition in contrast to First Edition, is that players receive experience for good role-play and story participation rather than for hauling treasure out of dungeons. Besides that, the cultural shift was expressed through the new edition’s high fantasy illustrations of inspiring adventurers and epic monsters (less gritty and pseudo-naturalist than its predecessor). Despite formal compatibility with its predecessor, Second Edition was a total departure aesthetically, culturally, and thematically in ways that reflected the game’s dynamic player culture.

D&D 2024, for lack of a better name (maybe they should’ve stuck to their guts), can be read in precisely analogous terms as a reinterpretation of the Fifth Edition system through a culturally distinct lens. Rather than trying to win back historical audiences of D&D, it fully embraces the audience that D&D has found instead: those for whom the system is merely a mechanical framework to express and explore their characters through emotive, immersive role-play. The implied setting takes cues from the 2022 adventure anthology Radiant Citadel, a science-fantasy Obamacrat city where diverse civilizations across the D&D multiverse are connected by cosmic commerce and metropolitan mindedness. The sheer quantity of art of each background and subclass emphasizes the system’s aim to mechanically represent specific character archetypes and aesthetics. The most significant mechanical change, the shift from race (now species) to background as the prime determinant of a character’s pre-class abilities and skills, is akin to the experience rules for Second Edition. Despite not changing much mechanically, it embodies a totally different relationship that players have to the game and their characters.

Conclusion

I don’t think I'll buy this book because I probably won’t use it. I’ve liked doing my own thing for a while, and don’t like how “hard-coded” and systematic that name-brand D&D is, regardless of which play-style is at the helm. I also don’t care for certain aesthetic choices that Wizards of the Coast has made. On a pure vibes level, it feels insincere and non-compelling that the implied setting lacks any social friction, especially when such friction is a major source of conflict and catharsis for character-driven role-play. For example, society no longer despises tieflings but fully accepts them as normal members of society. No! That’s so boring! When it turns out that the gays relate to a character because of the oppression they catch from society, you defeat the point by saying that society is suddenly woke now! On that note, “species”? “Species”? Race definitely didn’t work anymore. But "species"?

TODO: mention the OGL thing because you basically have to even though everyone knows about it and it's truly not that big of a deal bc you pirate everything anyway and it's not like you're a publisher so whatever

Regardless, I think this development is so interesting. If we take D&D as the vanguard of the role-playing game industry—in that each edition embodies popular trends and solidifies them by introducing them to a general audience, for whom the trend then becomes paradigmatic of role-play in general—then we can surmise that character-driven role-playing has become so popular that it has also become the most profitable. However, another mission statement of D&D 2024 was backward compatibility with D&D 2014, so I'd almost be more interested in what a true 'sixth edition' of D&D would look like if they had no obligation to the game's past at all. You could say that Wizards of the Coast learned their lesson with Fourth Edition and wouldn't take that risk again, but that fiasco was more because they 'abandoned' two core audiences. Are they still core audiences now, though?

So, again: probably not buying it, but I like what it represents. Long live big capital!

Comments

  1. I love this blog post. A very fitting take on the editions.

    IMHO there is a major difference between 3rd and 4th edition and the audiences intended. 4th was aimed at those influenced by World of Warcraft and other similar computer games. Many things that were very controversial when 4e entered like Healing Surges are accepted under a different name now in 5e without discussion.

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    1. thank you so much! 4E was definitely more extreme and abstract than 3E, but that's what i meant by referring to it as the alienating edition---although 3E also moved towards a focus on tactical combat, it still had typical trappings of earlier D&D that people identified with.

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    2. I just want to pop in and say that 4E was absolutely aimed at an existing D&D play culture. I know because I grew up in that culture (if you can call posting on forums "play" ha ha awww man) and we lapped it right up. Tactical combat was part of it, but I'd say it was more about valorizing system mastery in general. D&D just happens to have a lot of opportunities for tactical combat.

      From that kind of perspective, 3.5 was already a lot like 4E. The core of the combat engine is already there, and working on the square grid. The skill system runs on the same universal logic. The DMG already expects players to be swimming in booty, and the MM expects them to have ready access to magic equipment to fight level-appropriate enemies. The class framework you build your character with is the major difference, but what you do with that character doesn't change that much. From a procedural point of view, 3.5 and 4E run basically the same way.

      But of course, that's not how people actually play these elfgames.

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  2. These are good observations. The game is still mechanically about combat and treasure, ostensibly, but much of the danger is gone from combat and much of the utility is gone from treasure. More insidiously, cantrips and ritual spells have taken away much of the grit of exploration and material-world problem solving. The game as apparently intended could really use a more explicit infrastructure where you go on adventures to build relationships with rulers and mentors, and accumulate treasure to spend on downtime activities that further integrate you into the community.

    I agree that taking out prejudices is a cop-out. It reminds me of the present-day approach to historical TV where they retcon characters of color whom nobody else blinks an eye at, in settings where race prejudice was absolutely endemic. While admirable on one level, it plays into right-wing denial of history on another. Ultimately, you can't escape the historical truth that utopia, if it exists at all, exists in the future, not the past.

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    1. thank you for reading! :)

      "The game as apparently intended could really use a more explicit infrastructure where you go on adventures to build relationships with rulers and mentors, and accumulate treasure to spend on downtime activities that further integrate you into the community." definitely agree! i think relationship-building is such an underrated activity or aim of play, and i wish the game had a larger loop focused on that. (my home game is this way!)

      100% agree about prejudices. i think there's contexts where playing with them is either appropriate or inappropriate, but having it both ways feels wrong.

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  3. I had discussed the 5e rules revision as being akin to the AD&D 2e revision, but I hadn't made the play culture revision link. Really cogent insights, Marcia.

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  4. This is extremely on point and clarifying. Makes me think that despite wanting to wholesale rebrand itself to different play cultures over the decades, D&D has become ever more of a shambling Frankenstein with different semi-incompatible and vestigial pieces bolted on. I'm in the endgame-ish of a 2+ year 5e campaign, and don't think I will be running this system (or the rebrand) again.

    IMO PBTAs do the character driven play style better with so much less baggage and distracting crunch. At this point I just have to groan thinking about how much prep time I spend statting monsters and play time crunching through tactical combats in a character driven campaign.

    On the flip side, playing 5e just makes me want to play an exploration focused classic style game instead. All those vestigial mechanics are just evocative enough to hint at a whole exciting world of play, which is frustrating!

    It makes sense on some level that a lowest common denominator system that is holding 4 contradictory playstyles together isn't the best at any one of those things. It can be incredibly useful to just get started playing, and to figure out what you like. Maybe we should normalize appreciating D&D for what it is, and then graduating from it when the time comes.

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    1. thank you so much!

      people often point to PBTA as potentially good for OC play, but i haven't personally had that experience because playbooks often feel very pigeonholey. at the same time, you're right that there's so much less to worry about prep-wise! i think my home game is very OC-driven on the player side and OS-esque on the referee side, in terms of relying upon fictional sites/relations and procedural rules rather than planning encounters or scenes.

      love your point about D&D being something that people (at least some) graduate from! not that it's necessarily training wheels, but that it exists to be general and that there's always something with a more specific focus if it's preferable.

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  5. I think this correctly identifies the intended play audiences of 5e versus the dominant play culture that developed, but I'm not overly convinced that D&D 2024 actually did much to serve that. The rules changes are just a balance patch, and I don't think the art or wishy-washy fluff are much of a departure from 5e's. You argue here that promoting background's importance and demoting "race" revolutionises how people approach the game, but I'm not sure I see how. The shift to AD&D 2e was defined by experience rule changes, extensive setting splatbooks, and railroaded adventures. Unless WOTC drastically changes the sort of adventures and books they produce for 5e, I don't see 2024 as comparable.

    All in all, I think this ascribes a greater intentionality to D&D 2024's design than can be found. D&D 2024 doesn't really serve this fourth audience any better than D&D 5e did, but WOTC do get to sell them the same books again.

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    1. Note that the DL series of Dragonlance adventures - as well as the first Forgotten Realms sourcebooks - were published for first edition AD&D, which wasn't published until 1989. The new edition was released to a marketplace where the play culture shift that Marcia describes had already happened, and only appears revolutionary in hindsight.

      I agree that '24e doesn't appear to do anything special to serve its novel audience, but I'm not conviced 2e did, either.

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    2. ville makes the point i was sort of going to make! the shift in adventure writing and even in game design has already occurred in the late 2010s/early 2020s (thinking of radiant citadel and tasha's guide). those earlier works reflect the changing culture like how dragonlance did during 1E's time. this means that 2E and 2024E weren't necessarily out of nowhere, but were foreshadowed by the works leading up to them, and were probably cross compatible with their immediate predecessors partly because of those earlier works

      whether or not 2E and 2024E succeeded at accommodating their respective play cultures is definitely contentious because of that cross compatibility and because their changes were more aesthetic (speaking broadly) in nature. however, i think that at least makes the intended audience evident, even if they weren't successfully catered to.

      on that note, something i think speaks especially to 2024E's intent is the art and layout of the book: with each species and background and subclass having its own art and page, the focus is more than ever on creating bespoke, specific characters that the game tries to say it can support. again, whether or not it really does is a different question, but that's what it tries to portray itself as being. orcs are a great example, from being monsterized in 5E to being fantasy mexicans in 2024E (not to mention the replacement of half-orcs with orcs).

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