WotC Mike Mearls: "D&D Is Uncool Again"

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In Mike Mearls' recent interview with Ben Riggs, he talks about how he feels that Dungeons & Dragons has had its moment, and is now uncool again. Mearls was one of the lead designers of D&D 5E and became the franchise's Creative Director in 2018. He worked at WotC until he was laid off in 2023. He is now EP of roleplaying games at Chaosium, the publisher of Call of Chulhu.

My theory is that when you look back at the OGL, the real impact of it is that it made D&D uncool again. D&D was cool, right? You had Joe Manganiello and people like that openly talking about playing D&D. D&D was something that was interesting, creative, fun, and different. And I think what the OGL did was take that concept—that Wizards and this idea of creativity that is inherent in the D&D brand because it's a roleplaying game, and I think those two things were sundered. And I don’t know if you can ever put them back together.

I think, essentially, it’s like that phrase: The Mandate of Heaven. I think fundamentally what happened was that Wizards has lost the Mandate of Heaven—and I don’t see them even trying to get it back.

What I find fascinating is that it was Charlie Hall who wrote that article. This is the same Charlie Hall who wrote glowing reviews of the 5.5 rulebooks. And then, at the same time, he’s now writing, "This is your chance because D&D seems to be stumbling." How do you square that? How do I go out and say, "Here are the two new Star Wars movies. They’re the best, the most amazing, the greatest Star Wars movies ever made. By the way, Star Wars has never been weaker. Now is the time for other sci-fi properties", like, to me that doesn’t make any sense! To me, it’s a context thing again.

Maybe this is the best Player’s Handbook ever written—but the vibes, the audience, the people playing these games—they don’t seem excited about it. We’re not seeing a groundswell of support and excitement. Where are the third-party products? That’s what I'd ask. Because that's what you’d think, "oh, there’s a gap", I mean remember before the OGL even came up, back when 3.0 launched, White Wolf had a monster book. There were multiple adventures at Gen Con. The license wasn’t even official yet, and there were already adventures showing up in stores. We're not seeing that, what’s ostensibly the new standard going forward? If anything, we’re seeing the opposite—creators are running in the opposite direction. I mean, that’s where I’m going.

And hey—to plug my Patreon—patreon.com/mikemearls (one word). This time last year, when I was looking at my post-Wizards options, I thought, "Well, maybe I could start doing 5E-compatible stuff." And now what I’m finding is…I just don’t want to. Like—it just seems boring. It’s like trying to start a hair metal band in 1992. Like—No, no, no. Everyone’s mopey and we're wearing flannel. It's Seattle and rain. It’s Nirvana now, man. It’s not like Poison. And that’s the vibe I get right now, yeah, Poison was still releasing albums in the ’90s. They were still selling hundreds of thousands or a million copies. But they didn’t have any of the energy. It's moved on. But what’s interesting to me is that roleplaying game culture is still there. And that’s what I find fascinating about gaming in general—especially TTRPGs. I don’t think we’ve ever had a period where TTRPGs were flourishing, and had a lot of energy and excitement around them, and D&D wasn’t on the upswing. Because I do think that’s what’s happening now. We’re in very strange waters where I think D&D is now uncool.
 

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But those are con games, and maybe those weren't characters the players really cared all that much about.* That's different than in a long-term game where I know all the other players and we've been together for a long time. If I was in a game where I'd played a character for months or years of real time only to have them get killed by a vorpal sword in what may not be the major climactic battle, I don't think that I would just "rally." I don't think a lot of people would just rally. At least not right away, which would likely have to be the case in a con game.

*Or maybe these were characters the players had been using for years at con games. I don't know how con games work.
I think it's a matter of expectation more than anything. While I know that D&D lends itself to heroic fantasy more than any other genre, that's not the same as being the main character(s) in an epic tale, where narrative fiat will make sure that deaths are always dramatic and impactful to the story. It's part of why I keep saying that D&D isn't a storytelling game, and shouldn't be presented as one.

A better way to look at it, in my opinion, is to think of your character like a cast member on The Walking Dead. You might be Daryl, or you might be Dale, but either way new people join the group (i.e. your next PC) and the campaign keeps going.
 

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I think it's a matter of expectation more than anything. While I know that D&D lends itself to heroic fantasy more than any other genre, that's not the same as being the main character(s) in an epic tale, where narrative fiat will make sure that deaths are always dramatic and impactful to the story. It's part of why I keep saying that D&D isn't a storytelling game, and shouldn't be presented as one.

A better way to look at it, in my opinion, is to think of your character like a cast member on The Walking Dead. You might be Daryl, or you might be Dale, but either way new people join the group (i.e. your next PC) and the campaign keeps going.
Good metaphor. Some characters keep on going, and some die early, their plans unfinished. You never know which you're going to be, and IMO that's a good thing.
 

It's part of why I keep saying that D&D isn't a storytelling game, and shouldn't be presented as one.

The problem being, thats exactly what its been pushed towards in the last several years.

"Play" through the story, dont worry you will get through it.

Now that I think about it, its essentially "Story Mode" difficulty that was introduced in the last decade or so. I remember some Developer talking about how they hate designing content that only the top 5% are going to see, and so they dumbed it all down.

I'd say the exact issue really, changing it from a game, to a story, pay your $60 and you too can experience it all without risk of failure.
 

The problem being, thats exactly what its been pushed towards in the last several years.

"Play" through the story, dont worry you will get through it.

Now that I think about it, its essentially "Story Mode" difficulty that was introduced in the last decade or so. I remember some Developer talking about how they hate designing content that only the top 5% are going to see, and so they dumbed it all down.

I'd say the exact issue really, changing it from a game, to a story, pay your $60 and you too can experience it all without risk of failure.

If you're so unhappy with the game and the direction it's taken why continue playing? If you don't play why insist on posting on a thread dedicated to the game?
 

Revivify is tight.
PC death is not common in my games, but coming back is even rarer. I moved that spell to 5th and raise dead to 6th. Revivify is the only version that can be cast as is, since the soul hasn't gone on to it's resting place yet and gods aren't directly involved.
 

If you're so unhappy with the game and the direction it's taken why continue playing? If you don't play why insist on posting on a thread dedicated to the game?

1. I'm not.
2. The example I gave was actually regarding WoW. When it turned in that direction, I quit that as well.
3. Its a discussion, especially this current digression, around the perception of risk, and the Game vs Story aspect.

You can ignore me, or I can ignore you, it doesnt make a difference to me.
 

If you're so unhappy with the game and the direction it's taken why continue playing? If you don't play why insist on posting on a thread dedicated to the game?
Lots of different versions of D&D, not just 5.5. I don't see a "D&D 5e (2024) tag on this thread anyway.
 

The problem being, thats exactly what its been pushed towards in the last several years.

"Play" through the story, dont worry you will get through it.

Now that I think about it, its essentially "Story Mode" difficulty that was introduced in the last decade or so. I remember some Developer talking about how they hate designing content that only the top 5% are going to see, and so they dumbed it all down.

I'd say the exact issue really, changing it from a game, to a story, pay your $60 and you too can experience it all without risk of failure.
I'll never understand all of the anti-story people.

Play the game how you like of course....but in the end....don't you have a story to tell that you were all part of?
 

1. I'm not.
2. The example I gave was actually regarding WoW. When it turned in that direction, I quit that as well.
3. Its a discussion, especially this current digression, around the perception of risk, and the Game vs Story aspect.

You can ignore me, or I can ignore you, it doesnt make a difference to me.

If you're speaking of a different game it would be helpful if you say that. My personal preference has always been more about the stories we tell and putting myself in the shoes of my character in all editions. It works better with some groups than others but it almost never mattered much what version of the game I play. There is no one universal truth or way to play and I think there are multiple ways to make the game as difficult as desired.
 

I'll never understand all of the anti-story people.

Play the game how you like of course....but in the end....don't you have a story to tell that you were all part of?

I'm not anti-story. The game develops a story, the story emerges from your trials, success, and yes failures.

If the 'difficulty level' shifts so far in one direction that you will ALWAYS play through the story, and failure is not really in the cards, it ceases to be a game at all. At that point you are just playing through the content provided to you, to experience the story.

Which is 100% fine, if thats how one likes to spend their time.
 

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