D&D General Mike Mearls' blog post about RPG generations


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If Mork Borg wanted to make things easier for GMs, they wouldn't have used half the design and layout choices that they did. They killed any and all interest for any Borg-related game from me.
For me, I find the madness of the Borg layout to be part of the fun. It encourages the “let it rip and don’t think too hard about your character” mentality the game wants you to adopt.
 

OK.

As someone who actually owns and runs Pirate Borg, rather than being mad at it because of a different game published by a different company, I assure you, it's insanely easy to run, with some of the best adventure generators I've ever seen.
I didn't say "mad." I said that it killed my interest. Respectfully, there is a difference. But if you would like to mischaracterize me as being "mad," then be my guest but do so at your own error.
 

Is the Forge stuff all the faux-intellectual stuff? Hard pass there.

This at least seems to make a reasonable amount of sense at a high level.

Gen1 - Born of the Hex/Miniature systems of the day.
Gen2 - Leaning into that Heroic setting and a desire to recreate the books/movies/settings we knew.
Gen3 - The beginning (imo) of self referencing loops of design. Its not enough now to be playing the heroic setting, now the setting itself becomes a focus.
Gen4 - CRPG, OC focus with 10 pages of font size 10 backstory at level 1, 4e as its 'final form'.
Gen5 - OSR, and the freedom due to self publishing to realize it.

I dont know, makes sense to me.
Yeah. The Forge gibberish is all the faux-intellectual stuff. Emphasis on the faux and gibberish.
 


Mike's post deals in generalizations. Just because you can find exceptions doesn't mean that it isn't true. Life is like a scatterplot. While individual data points can be anywhere, that doesn't mean that patterns aren't real. Just because GURPS and Hero existed in the 80s doesn't mean that the mainstream of RPGs were there yet. There are always bleeding edge games that are ahead of the design philosophy curve. Until the zeitgeist catches up, though, they're just a niche.
 

Oh yeah, I was just being jokey. More seriously, yeah, the Forge nonsense is at least trying to be categorically useful for discussing RPGs, to the extent that if you don't agree with the basics of the framework (and, let's be honest, you shouldn't), you can still talk around it in a way that promotes useful conversation; while the "generation" framework breaks down long before it would be useful for any relevant modern game critique.

So, low bar and lower bar. Which I guess doesn't make much of a difference to the limbo-er.
As we like to say in science communication: all models are wrong. Some models are useful.
 

While I get what this article is going for, something about it doesn’t sit right.

It frames the whole hobby as if D&D and its direct offshoots are the only meaningful throughline, and everything else is just a reaction to that. It treats D&D like the center of gravity, and anything outside that orbit—OSR, indie games, narrative systems—is either left out or folded back into the D&D timeline to make the model cleaner. That might work if you’re looking at market trends, but it doesn’t hold up if you’re actually paying attention to design trends across the wider hobby.

The part that really sticks out, though, is how it talks about 4e.

It calls 4e the “peak” of fourth generation design—basically an extension of 3e’s build-focused, video game-inspired style—but that doesn’t really track. 4e wasn’t a refinement of what came before. It was a full reset. Classes were built from the ground up around clear roles. Encounter design was transparent and easy to prep. In a lot of ways, 4e was ahead of its time, doing things that people now call “fifth generation” design: prioritizing usability, supporting GMs, and structuring content for a better, more balanced experience between players and GMs at the table.

It didn’t fail because it was too much like 3e or Pathfinder. It failed because it wasn’t. It asked players to engage with D&D in a very different way, and a lot of people weren’t ready—or willing—to make that shift.

The article also suggests that “fifth generation” games are just now starting to focus on GMs and ease of play, thanks to the fallout from the OGL mess. But that’s been happening for a while. Games like Apocalypse World, Blades in the Dark, Mörk Borg, and even parts of the OSR have been designing for clarity, pacing, and accessibility for years. These games weren’t trying to “fix” D&D. They were offering something else entirely.

If there is a fifth generation forming, it’s not about returning power to the GM—it’s about respecting the time and energy of everyone at the table. It’s about making games that are easier to run, faster to learn, and clearer to play—because more people are playing now, and not everyone wants to spend hours in prep or rules lookup. That shift didn’t start in 2023. It’s been building for over a decade.

I get that this kind of generational model is meant to be a broad-strokes take, but it ends up flattening a hobby that’s actually grown in a lot of different directions. There’s more than one story here, and I think it’s worth telling all of them.
 

It surprising the thread's gone ten pages without anyone mentioning the six cultures of play. This reads almost like a vague restatement of that article.

It's also written by one of the designers of 5E, so emphasizing how star-spangled awesome and inevitable the rising star of 5E was is not surprising but still disappointing. No, 5E wasn't such a uniquely amazing game unto itself that it single-handedly saved the entire industry. I cannot wait for that particular canard to die in a fire.

5E was popular amongst gamers because it was a near complete rejection of 4E...except all the little design elements that crept in...but shh...we don't talk about Bruno. But it would have stopped there. 5E would only have regained D&D's dominance within the industry if not for massive help from outside. It's not the design of 5E that made it a global phenomenon, as Mearls and others so desperately wish it were. Stanger Things and Critical Role and later COVID are far more responsible for the rise of 5E as a fad than the design of 5E itself.

As Scribe mentioned, Mearls' 5th generation games reads like a checklist of OSR principles.
 

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