The State of D&D: Products, Psionics, Settings, & More

At Game Hole Con, WotC hosted a "State of the Industry" panel, featuring Chris Perkins and Mike Mearls. Nerds on Earth was there to record the audio (listen to that here). Amongst other things, they hinted at the next FOUR products, mentioned that the Mystic, Artificer and Revised Ranger were upcoming, and indicated that D&D is now the most popular it has ever been since the 1980s. They also mention the release schedule, settings, novels, and more.

At Game Hole Con, WotC hosted a "State of the Industry" panel, featuring Chris Perkins and Mike Mearls. Nerds on Earth was there to record the audio (listen to that here). Amongst other things, they hinted at the next FOUR products, mentioned that the Mystic, Artificer and Revised Ranger were upcoming, and indicated that D&D is now the most popular it has ever been since the 1980s. They also mention the release schedule, settings, novels, and more.

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EN World member Mistwell took the time to listen to the audio and list the highlights!

A lot of good info in there.

Xanathar's Guide comes out at the point where in prior editions they were working on or coming out with the next edition of the game. Instead they put that level of effort into making this the first big expansion of the game. (They say later they don't anticipate a new edition until 10 years as gone by in most likelihood, if feedback continues as it is - and 6th edition would be highly likely to be backwards compatible with 5e).

The playtest had HALF A MILLION playtesters. Wow.

The next big expansion is mystic (Psion) and artificer and revised ranger. They will come out, but need more testing and refinement. Ranger also needs to be free rather than a paid product. It will be a free download.

Every product being released in 2018 has either been written, or is being written. One is at the tail end of the editing/layout process. Another is in the playtest phase. A third is in the finalizing development phase. And a fourth Mearls won't talk about at all. So, looks like four major products for 2018.

There will be a balance between rules crunch and adventures/story in the products. They are trying to very carefully manage and curate the rules balance aspect. Adventures get about 300 playtester groups. Rules get a whole lot more.

They are very pleased with the 10 person collaborative DMsGuild group producing content and adventure related stuff on DMsGuild for them right now. That team will also be coming out with their own subclasses and such for Xanathars for example. They will be looked at internally by WOTC but are for home game use only and are not nearly as highly playtested as official content. But it's very good content and does get a sweep of review from WOTC.

The team feels D&D overall is in a very good place right now. They've seen an enormous positive reaction to the game. They think probably only the early 80s matches the level of popularity of the game, and that it is more popular that probably any other time in the history of the game other than being matched by the early 80s.

They're very happy with the slowed release schedule as it gives them so much more time to focus on what they put out and the future. The most important aspect of that is their ability to plan out the future properly. In prior editions they worked on, the focus was always on getting the next book out. But with 5e they can spend a lot more time planning the game out into the future rather than just on the next product. Right now they are focusing mostly on 2019, spending a lot of time thinking about the entire year's experience and putting it all together cohesively and to build D&D in a planned way which brings more people into the hobby and make them feel welcomed. They didn't have a lot of time to ask those questions and plan them out in prior editions. They also think the slowed release schedule has allowed them to get a lot more new players as one of the barriers to entry (the quantity of rule books) is no longer there.

On Psionics, they re-read the Darksun books a lot. A lot of the thinking they do these days is thinking of D&D as a multiverse, and as Darksun being part of the prime material plane with greyhawk and forgotten realms in one big shared multiverse. And they asked why in a devastated world Psionics is prominent. They are very focused on what psionics is, why it exists in this universe. They felt in prior editions D&D focused on very specific things, and less about the myths about those things and why things did what they did and how they related to the rest of the cosmos and the things in it. As an example, the Draconomicon focused a lot on the anatomy of dragons, but little about why dragons in relation to who they are, why they do what they do, how they related to the rest of the cosmos.

Specific to Psionics and that topic, Mind Flayers used to rule most of the material plane, so what was going on with the Gods for those years, and how does that relate to the psionic powers of the Mind Flayers? Mind Flayers had no Gods, so what did it mean for the Gods when the Mind Flayers ruled, and what happened with the Gods when the Mind Flayers fell? Those are the kinds of questions they are asking, along with where Psionics comes from and how it works.

On Settings (with a lot specific to Eberron). One challenge D&D had in the 90s was the settings were competing with each other. But now that they are thinking of settings as a "genre" as opposed to a "place" it twists a bit what they can do with a setting, so it does not necessarily have to compete anymore. They need to focus on what role a setting places in the larger game. So "typical D&D" looks a lot like Forgotten Realms. Dark Sun is "Post-Apocalyptic D&D". Ravenloft is "Gothic-Horror D&D". Eberron is either "Film Noir D&D" or "Pulp D&D". Genre becomes the focus, as a means of changing what the feel of D&D will be for a game, and as a means of explaining that setting to a new player. They have an idea of what they want to do with Eberron, but a lot of it just comes down to doing it right, so they take the time to make sure that when it comes out it will feel like a definitive book. They don't want it to be a "product line". They never want you to buy a book and need anything more than the core three books to use it. So if they ever put out one Eberron book and then a second one, the second one would not assume you owned the first one. And they always want you to use most of a book they put out, rather than just a small part of it. And they want you to be able to pick up a setting book and use it right away rather than spend a lot of time on preparation.

[This marks the half way point of the session]

Big survey coming out next week on Adventurers League. They want to bring the League into the 21st century and more friendly to a new audience.

On Forgotten Realms novels: They feel the novel business is very tricky, and they are a game company. They're not necessarily good at novels business. They don't have a good plan for novels, and they do not have a novel publishing expert on their team right now. It's not something they say they will never do again, it's just not their focus this year. They would consider a partnership, but they're not looking for it.

On Planescape and the other settings: They have a rough draft cosmological ties for how all the settings could come back and fit together and have products, including even Spelljammer and Dark Sun and Eberron and Greyhawk. They want to make sure for each setting product, they assume this is the first time you're seeing that setting, and not require prior knowledge of it.

In terms of story lines, they don't plan on doing a story line that lasts multiple products like Tiamat did, at least not right now. They didn't have the product mix down pat during the Tiamat two book adventures. They have a better sense now of how long it takes a DM to get trough content. They also found two adventure big books a year was too much, and many DMs were not keeping up. The Adventurer's League content is intended to expanding the Adventure content for those minority number of groups that can absorb two big adventures a year or more.

[This marks the 45 min mark]

Subclass feats are likely not in the future from the WOTC team, as it's took fine a level of detail. New subclasses are in the future, and new classes and races probably well.

The PHB is selling so well they're afraid to make any changes to the PHB...not even changing the index or footers which they want to badly do and know needs to be done. They would consider posting a better Index online though for people to print.
 

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PabloM

Adventurer
True when you think of it all has been written unless you want to expand Age of Mortals. All I think is needed is the rules for the setting's exclusive classes, the moons, and pardon de redundancy, all setting exclusive material. This could be done in one book like Xanathars Guide to Everything, including other settings exclusive material.

Basically, Dragonlance Adventures, but with 5E rules. I could dig it.

Keeping the nostalgia aside, I think the 3e Dragonlance Campaign Setting is better introducing the setting. But yes, I agree: we all want a short document with some backgrounds, races and other stuff and a bit of fluff. This can be a short UA article or something like that.

OR they can open the permission to other settings as well as Forgotten Realms and Ravenloft to the DMsGuild. I´ll be glad to upload my own conversion.
 

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Queer Venger

Dungeon Master is my Daddy
awesome stuff, this is why 5e is succeeding more than any previous edition; I am glad for the slow production pace, lets me get through a story without rushing; lets me plan out my stories. And again so happy that Forgotten Realms is the default product setting for now; previous editions had WAY too many settings; for a newb entering that is WAY too much. Keep it simple, stupid, because it sells.
 

OB1

Jedi Master
I think you are a bit down on the setting guides - it seems that they might be ramping up to starting them. It seems to me from what they said that campaign setting books are on the table, they just want to do them right and make it so you don't need to buy multiple books for a single setting.

Thinking about the PHB +1 philosophy, settings as genre and the Playtest era ideas about making the game modular for different play styles, I wonder if we could see something like the following be the standard for different campaign settings.

80 Pages - Player options and rules for a setting
80 Pages - DM advice and lore for the setting including magic items. Include advice for adjusting APs to the specific setting.
80 Pages - 2-3 stand alone adventures (think YP) that give the flavor for the setting along with setting specific monsters.

So to play Greyhawk, Eberron, Dark Sun, etc, you would only ever need the PHB plus the setting guide to play a specific version.
 

Parmandur

Book-Friend
Thinking about the PHB +1 philosophy, settings as genre and the Playtest era ideas about making the game modular for different play styles, I wonder if we could see something like the following be the standard for different campaign settings.

80 Pages - Player options and rules for a setting
80 Pages - DM advice and lore for the setting including magic items. Include advice for adjusting APs to the specific setting.
80 Pages - 2-3 stand alone adventures (think YP) that give the flavor for the setting along with setting specific monsters.

So to play Greyhawk, Eberron, Dark Sun, etc, you would only ever need the PHB plus the setting guide to play a specific version.
Something like that could be brilliant, and I'd buy it.
 

Thinking about the PHB +1 philosophy, settings as genre and the Playtest era ideas about making the game modular for different play styles, I wonder if we could see something like the following be the standard for different campaign settings.

80 Pages - Player options and rules for a setting
80 Pages - DM advice and lore for the setting including magic items. Include advice for adjusting APs to the specific setting.
80 Pages - 2-3 stand alone adventures (think YP) that give the flavor for the setting along with setting specific monsters.

So to play Greyhawk, Eberron, Dark Sun, etc, you would only ever need the PHB plus the setting guide to play a specific version.


I like the idea, but where would the geographical description of the setting be placed? I assume in the DM section? I would have to say that section would need to be larger, since looking over previous setting books, the physical and historical description of the setting tends to be larger than the others.

Just going over setting books I have near at hand, the 3e Forgotten Realms setting had 42% of its page count for geography, the 3e Greyhawk Gazetteer had 72% of its page count for geography, and the 3e Eberron had 30% of its page count for geography.

Since the 3e Eberron and Forgotten Realms setting books were similar (both 320 page books) and both pretty highly regarded, let's look at the player/DM/adventure breakdown for both:

Player information - races, classes, prestige classes (which would translate to subclasses for a potential 5e book): FR 14%, Eberron 24%
Player/DM shared information - geography, history, magic, religion, organizations: FR 71%, Eberron 50%
DM information - running the setting, magic items, monsters: FR 7%, Eberron: 18%
Sample adventures: FR 3%, Eberrron: 3% (both had exactly 10 pages set aside for adventures, which I bet isn't a coincidence)
... with the remainder in introductions, indices, and so on.

So, I would say that, with the caveat that this is of course a small sample size, setting books would be broken down into those that hew close to the standard rules and those that deviate substantially from them. With the former, the book can spend up to 3/4 or more of its page count describing the setting, since you don't need to use space for specialized rules. But since the latter type of setting needs extra room for such rules, the description of the setting would only take up half or so of the page count. But in either case, just that portion alone tends to take up the lion's share of the page count.

And one further caveat - the timeline in the Realms has moved substantially forward, with massive catastrophes and counter-catastrophes in the meantime, while one of Eberron's conceits is that the timeline does *not* progress. This means that a lot of the 3e information for Eberron could just be repeated, while much of the FR info is outdated (and even if the geography has settled back down near to the old version, most of the NPCs, barring a few long-lived ones, mentioned in the setting book would long since be dead).
 
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Parmandur

Book-Friend
I like the idea, but where would the geographical description of the setting be placed? I assume in the DM section? I would have to say that section would need to be larger, since looking over previous setting books, the physical and historical description of the setting tends to be larger than the others.

Just going over setting books I have near at hand, the 3e Forgotten Realms setting had 42% of its page count for geography, the 3e Greyhawk Gazetteer had 72% of its page count for geography, and the 3e Eberron had 30% of its page count for geography.

Since the 3e Eberron and Forgotten Realms setting books were similar (both 320 page books) and both pretty highly regarded, let's look at the player/DM/adventure breakdown for both:

Player information - races, classes, prestige classes (which would translate to subclasses for a potential 5e book): FR 14%, Eberron 24%
Player/DM shared information - geography, history, magic, religion, organizations: FR 71%, Eberron 50%
DM information - running the setting, magic items, monsters: FR 7%, Eberron: 18%
Sample adventures: FR 3%, Eberrron: 3% (both had exactly 10 pages set aside for adventures, which I bet isn't a coincidence)
... with the remainder in introductions, indices, and so on.

So, I would say that, with the caveat that this is of course a small sample size, setting books would be broken down into those that hew close to the standard rules and those that deviate substantially from them. With the former, the book can spend up to 3/4 or more of its page count describing the setting, since you don't need to use space for specialized rules. But since the latter type of setting needs extra room for such rules, the description of the setting would only take up half or so of the page count. But in either case, just that portion alone tends to take up the lion's share of the page count...
However, that geographical catalog is something that Perkins specifically calls out in the podcast as problematic and to be overcome rather than emulated. Geography I would expect more in AP material.
 

However, that geographical catalog is something that Perkins specifically calls out in the podcast as problematic and to be overcome rather than emulated. Geography I would expect more in AP material.

But those are my favorite parts! But I'm something of a history and geography geek though. :D
 

OB1

Jedi Master
I probably over estimated how much is needed for the player guide. Maybe more like

40 pages player options and rules
40 pages dm advice and rules
80 pages setting lore and maps
80 pages 3 stand alone adventures
20 pages monsters and magic items

That gets to 260 pages, about the same as an AP. The adventure, monster and magic item page counts are straight out of YP. SCAG had 100 pages for lore, but the adventures could contain some of that info as well.


Sent from my iPhone using EN World
 

Parmandur

Book-Friend
But those are my favorite parts! But I'm something of a history and geography geek though. :D
For sure, I have a lot of fun with that stuff myself. But, given everything they have said over the past few years, they do seem to be trying to think outside the box with settings as done previously. This "setting book as genre adjustment" seems intriguing: imagine they release a Ravenloft "Gothic Fantasy" book the same year as "Van Richten's Guide to Horrors" in the style of Volo's: useful for those playing straight Ravenloft, but also generally useful to any DM who wants more options in their arsenal.
 

That gets to 260 pages, about the same as an AP. The adventure, monster and magic item page counts are straight out of YP. SCAG had 100 pages for lore, but the adventures could contain some of that info as well.


I would hope that they would give us larger books for campaign settings.

That is what I hope. What we're actually likely to get, on the other hand...
 

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