Jeremy Crawford On The Dark Side of Developing 5E

WotC's Jeremy Crawford spoke to The Escapist about the D&D 5th Edition development process and his role in the game's production. "There was a dark side where it was kind of crushing. The upside is it allowed us to have a throughline for the whole project. So I was the person who decided if what we had decided was important two years prior was still being executed two years later."


You can read the full interview here, but below are the key highlights.

  • Mike Mearls started pondering about D&D 5th Edition while the 4E Essentials books were being worked on in 2010.
  • There were "heated discussions" about the foundations of 5E.
  • Crawford is the guy who "made the decision about precisely what was going to be in the game".
  • Crawford considers D&D's settings as an important pillar.


For another recent interview, see Chris Perkins talking to Chris "Wacksteven" Iannitti.
 

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D&D, Basic/Expert/Companion/Master/Immortal rules. Later collected as the Rules Cyclopedia.

I played basic/expert. I know nothing about master or immortal rules. I think we already moved on to Advanced at that time. The first of the hardback books. Once we started playing, never looked at anything else.

Probably learned back then that supporting two editions splinters the game and isn't good for business...probably learned that lesson again with 4E and 3E/Pathfinder competing.

I wouldn't expect WotC to support two editions. It's not smart business.
 

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I played basic/expert. I know nothing about master or immortal rules. I think we already moved on to Advanced at that time. The first of the hardback books. Once we started playing, never looked at anything else.

Basic covered levels 1-3, Expert 4-14, Companion 15-25, and Master 26-36. One of the things Master-level D&D characters would do, once they had gotten bored with planar adventuring and stuff, was explore avenues of becoming Immortal - the rules of which were in the Immortal rules set. In addition to the rule sets, the game was rather heavily supported setting-wise with the Known World Gazetteers, plus of course copious adventures.

Edit: And no, I wouldn't expect them to do it again. RPGs were a lot bigger in the 80s than they are now, so there was probably room for both, particularly since TSR weren't that heavily into multiple settings for AD&D yet. The non-Advanced D&D branch of the tree was canceled some time in the early 90s, and they tried bringing the setting in under the AD&D roof as the somewhat more newbie-focused Mystara. I guess that didn't work so well, because the setting got canceled pretty soon too (though not before they released the setting's Monstrous Compendium appendix, which was both awesome and beautiful).
 
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Basic covered levels 1-3, Expert 4-14, Companion 15-25, and Master 26-36. One of the things Master-level D&D characters would do, once they had gotten bored with planar adventuring and stuff, was explore avenues of becoming Immortal - the rules of which were in the Immortal rules set. In addition to the rule sets, the game was rather heavily supported setting-wise with the Known World Gazetteers, plus of course copious adventures.

I miss those old adventures. Exploration and simple adventure hooks you could integrate into any setting easily. No world saving unless you wanted there to be world saving. You went into a dungeon not to stop some BBEG, but because it was there. Adventurers weren't necessarily heroes, but seekers of adventure in all its forms for thrills and wealth.
 

D&D has never supported multiple editions. Not sure why you would expect them too. D&D needs to cultivate 5E and let past editions be in the past. Wasting resources on previous editions is not profitable and I would hate to see them worry about something that will do nothing but hurt the current game.

I'm not asking them to support two games at once.

I'm asking them to actually make good on their rhetoric. Numerous times, they have said that they want to take "the best" from every edition; numerous times they have specifically said they're including important things from 4e; numerous times they have been surprised that 4e fans very often feel left in the lurch. There is an extremely clear gap between what WotC's employees think their game accomplishes, with regard to "big tent" design, and what certain segments of their fanbase think about that design.

Obviously there will always be hardcore uncompromising partisans. I'd like to think I'm not one of those, but I could very well be (generally, part of being an extremist is that you don't think your views are "extreme"). My point has nothing to do with the people who want to see their pet edition (and I freely admit that my pet edition is 4e) become "the" (or even "a") "officially" supported edition again. My point is specifically about the way WotC employees describe 5e. They repeatedly and stridently insist that 5e embraces "all" the ways that D&D is played, that no edition has been left out. Yet, as I have noted repeatedly, it is very difficult to recapture the playstyle which 4e specifically catered to. I do not deny that 4e is a specific flavor and that some people won't like it.

I just don't like being told, "Our new sampler contains the best of every flavor!" only to find that my favorite almond creams have been left out, and that the inclusion of chopped almond bits on a completely different type of chocolate is seen as enough, in light of there being more chocolates that use dark rather than milk chocolate. Further, numerous promises have been made that the sampler will be expanded to include chocolates that, if not identical to the one I want, will at least contain almonds and cream and other salient features, only for those promises to slowly disappear and the awaited result either never happening at all, or being "well we have some chocolates with cream, and some chocolates with almonds, so surely you can get your creamy almond flavor, right?"
 

I'm not asking them to support two games at once.

I'm asking them to actually make good on their rhetoric. Numerous times, they have said that they want to take "the best" from every edition; numerous times they have specifically said they're including important things from 4e; numerous times they have been surprised that 4e fans very often feel left in the lurch. There is an extremely clear gap between what WotC's employees think their game accomplishes, with regard to "big tent" design, and what certain segments of their fanbase think about that design.

Obviously there will always be hardcore uncompromising partisans. I'd like to think I'm not one of those, but I could very well be (generally, part of being an extremist is that you don't think your views are "extreme"). My point has nothing to do with the people who want to see their pet edition (and I freely admit that my pet edition is 4e) become "the" (or even "a") "officially" supported edition again. My point is specifically about the way WotC employees describe 5e. They repeatedly and stridently insist that 5e embraces "all" the ways that D&D is played, that no edition has been left out. Yet, as I have noted repeatedly, it is very difficult to recapture the playstyle which 4e specifically catered to. I do not deny that 4e is a specific flavor and that some people won't like it.

I just don't like being told, "Our new sampler contains the best of every flavor!" only to find that my favorite almond creams have been left out, and that the inclusion of chopped almond bits on a completely different type of chocolate is seen as enough, in light of there being more chocolates that use dark rather than milk chocolate. Further, numerous promises have been made that the sampler will be expanded to include chocolates that, if not identical to the one I want, will at least contain almonds and cream and other salient features, only for those promises to slowly disappear and the awaited result either never happening at all, or being "well we have some chocolates with cream, and some chocolates with almonds, so surely you can get your creamy almond flavor, right?"

I felt the same way about 4E. "Big tent" rhetoric means nothing. You design and run a game the way it is best to do it. That means one supported, unified edition that takes what their playtesters think were the best elements of previous editions, not what everyone might think. After you figure out what your playtesters want, then you try to build a cohesive game that includes as many of those elements as possible. But that is a secondary priority to making a cohesive game.

I'd throw out that "big tent" talk. It means next to nothing in terms of game design. It is in fact an impossible game design goal. Bringing it up as an effort to make the game designers "keep their word" is asking for something they cannot and should not provide.
 

I'd throw out that "big tent" talk. It means next to nothing in terms of game design. It is in fact an impossible game design goal. Bringing it up as an effort to make the game designers "keep their word" is asking for something they cannot and should not provide.

"Cannot" I might grant you. "Should not"? Hardly. If you explicitly, repeatedly, and vociferously declare your intent to do something, and further claim you have succeeded, it is dishonest of you if you have not actually done so. I'm calling them out for their duplicitous propaganda, at least as I see it. (I don't think the duplicity is intentional, mind; I think they're genuinely unaware, e.g. when Mearls responded incredulously to the tweet saying that it was difficult to see any major contributions to the rules from 4e.)
 

D&D has never supported multiple editions.
From 1977 through 1992 (or maybe 94), it did just that. In '77 the first AD&D book came out, but Original D&D was still being published, and continued being published for years. Basic D&D was also going at the same time, first as an on-ramp 0D&D, then AD&D, then as the first in a series of a boxed edition of D&D, Basic & Expert (B/X), expanded by the Companion, Masters and finally Immortals sets (BECMI). BECMI D&D was rolled up into the Rules Cyclopaedia which was published into the 90s, after AD&D 2e had come out. In addition to that, the Arduin Grimoire was an unauthorized continuation of 0D&D - like Pathfinder, but not legal - that was very popular through the early part of the same period.

I played basic/expert. I know nothing about master or immortal rules. I think we already moved on to Advanced at that time. The first of the hardback books. Once we started playing, never looked at anything else.
You're not alone, but the D&D line did continue in parallel with the AD&D line for something like 15 years, without 'killing' either. TSR still died, later, just not of supporting two versions of D&D.

Probably learned back then that supporting two editions splinters the game and isn't good for business...
Nope, worked fine at the time.

I wouldn't expect WotC to support two editions. It's not smart business.
Staying in the TTRPG business probably isn't smart business, either. The market is small, graying, and hasn't recovered to it's per-recession levels (and might never do so). The hope is that the D&D property has more to offer than dominance in that tiny niche.

I participated in...I believe the first two surveys? After that, I realized they were either (a) completely unaware of how to design proper surveys, or (b) only interested in push-polling. Since I wasn't actually playing the playtest (my group being only interested in Dungeon World at the time), I figured it was time for me to bow out.
See? Gave up too early. If you'd stuck it out, seen everything they came up with for the fighter, then ditched, got to see the cool Sorcerer and see it go bye-bye (one player I could never quite talk into trying the playtest looked at the playtest sorcerer and was like, 'cool, I'll play one next season' - next packet it was gone, he's still playing 4e) you'd be even more confused and upset. ;)

The issue for me is less a matter of "proof" that the rhetoric is wrong, but rather that they keep saying it, rather stridently, and that it's not just one person doing so.
That's marketing. PR. Spin. It's what you do when you're trying to appeal to a weirdly nerdraging demographic like gamers.

It's...not any different from 3.5e in that respect, and I doubt that "banging" 3.5e into a tactical shape that approximates 4e well (not perfectly, just well) is a house-rules exercise I want to undertake.
3.5 lent itself to tactical combat quite well, actually, it was mostly a matter of party and enemy composition, though. You needed a party without any Tier 1s, and a DM willing/able to design larger, more interesting encounters. Neither was easy, but one campaign I was in managed it fairly consistently. 5e's not that much different. Use the tactical module, make the monsters a little more interesting rather than a little more numerous (about equal numbers'd be good), and, well, as I'm finding it's best to do with 5e, just wing it from there.

I'm pretty sure "ranging from ambiguous to frustratingly difficult in several places" is not really the goal of "rulings, not rules." But then again, I don't really understand that style to begin with, so perhaps the fault is in part mine.
Not the goal, the means to the goal. Publish rules that /require/ rulings, and you get players to buy into the DM's authority to make those rulings - because they can't play without 'em. That contributes to the unequal DM/player relationship you need.

Natural language isn't clear, but it's clearer than jargon if you absolutely refuse to accept that the jargon isn't natural language...
Is...this supposed to be a koan or something? When I first read it I thought I understood it, but now I'm not so sure...
I should put that in my sig.

Sadly, I have no D&D "mnemonic real estate" from that period. 2e was a strange, almost impenetrable mound that I struggled (and generally failed) to understand via playing CRPGs.
Nod. 2e seemed beautifully simplified and clear - if you spent years wading through Gygax's original prose - otherwise, yeah, not that accessible.
3e was my introduction to RPGs; initially I hated 4e, mostly because my friends were 3.5e fans and thus hated it, but once I actually gave 4e a try I loved it dearly. 5e is thus an abandonment of most of what I like, for things I usually don't care about or even dislike (e.g. the obsession with "natural language").
I've heard that story a lot, people who didn't play 4e for a while because of what they were told about it, then tried it found out nothing they heard was true. And, it is hard for 5e to take the 'best things' from 4e, because some of the best things about 4e were emergent properties, like class balance or balance in general or clarity, that are a function of, if not the system as a whole, of very large parts of it operating together, or of consistent, disciplined design. Not something you can just sprinkle on or put in a module, but something you need to build in from the ground up. There could never have been any intent to put that sort of thing in 5e.

I didn't complete many surveys, because it fairly quickly became clear that they were not really looking to pick up my opinions.
There you go.

what possible benefit is it for WotC to push-poll in its own marketing surveys?
Could just be bias from the designers when they were asked what they wanted to find out. The earliest polls had questions like "which of these spells is iconic to D&D," interestingly, the familiar 4e 'spells' that were in that poll, like Thunderwave and Healing Word are in 5e. They would ask something like how closes something was to the 'classic D&D experience' of that thing. That's prettymuch asking only for feedback of 'yes, we want classic D&D all over again.'

If they wanted valid polling data, they wouldn't have used something so self-selecting (and self-eliminating - as people, like you & Ezekiel, dropped out of the playtest, it inevitably turned into an echo chamber). More likely, the whole playtest, polls included, was just a way of keeping the game out there and visible for the two years it was out of print.

5e seems to be extremely popular and selling well.
Every introduction of a new edition has, it's D&D. Then they taper off. Look at how little investment their making in 5e, though, they have fewer designers working it than Paizo, it doesn't /need/ to sustain that initial popularity to remain viable.

4e also had this problem - "attack" sometimes meant "making an attack roll" and sometimes meant "using an attack power". That's not to defend the 5e stealth rules, which I agree are poorly drafted, but to acknowledge that sometimes perfect precision isn't achievable. - ideally similar effects would be written in a similar way to promote cohesion and consistency - but again in 4e you can see cases where the same effect is described using different language.
Nod, 4e also had errata, even if they did disingenuously label it 'updates.' They're on record with 5e getting no errata.




But on the other hand, one of people's big fears about said lack of support is it could mean the edition going belly up. They're afraid the lack of hardcover books means players will tire of 5E, which they love, and it will become hard to maintain or find new players to play 5E with.
Belly up shouldn't be a concern. The small number of developers and slow pace of release indicate the unit has low costs, so 'poor' (ie 1st-place TTRPG) sales won't kill it, D&D could coast along for 10 or 20 years at this pace.

New players also shouldn't be a huge problem. There's always a trickle of interest, and D&D is the only RPG with mainstream name recognition. As the current D&D, 5e will get the first crack at new players entering the hobby, some will like it and there's your new players, some will be repelled and not explore the hobby further - all other RPGs fight over the remainder, who find D&D disappointing but look around for other RPGs instead of giving up on the hobby.

I don't see the current strategy as disappointing, or pathetic, or poorly thought out - I see it as bold, and risky, and visionary, and perhaps the best shot the game has at actually reentering the cultural zeitgeist and reclaiming some of its former glory as opposed to becoming an increasingly niche and graying market.
I can't see that, no. Even if the D&D IP did finally launch something hugely successful, all that would happen is that the TTRPG would become a footnote in the history of the newly successful movie franchise/MMO/CCG/CRPG/video game/theme park/restaurant chain/whatever-finally-works.

Besides, it's former glory was founded on rumors of satanism and teen suicide.

WotC already played the bold, risky, visionary card. It was trumped.


5e is solidly D&D. It can hold the top spot in the TTRPG market, and keep a small team of WotC writers afloat, possibly indefinitely. Perhaps there will be another opportunity in the future to try to break D&D - and the hobby - out of it's current niche. But, for now, those of us who have been comfortably in this niche the whole time have what we want, and don't face any foreseeable prospect of it disappearing - nor changing enough to leave us behind.
 
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I think they're genuinely unaware, e.g. when Mearls responded incredulously to the tweet saying that it was difficult to see any major contributions to the rules from 4e.
I'm not sure that 5e is a very good vehicle for the 4e play experience, but I can sympathise with Mearls' incredulity on this particular point. (Though I haven't seen the tweet, I'm just relying on your description.)

The basic design of 5e seems infused with 4e: bounded accuracy, the Essentials-style asymmetric class balance (no fighter dailies), spells that do fixed effects rather than level-scaling effects, and probably other stuff I'm not thinking of right now.
 

Less valuable. A business's goal is to produce a product that appeals to the largest possible customer base. Any opinion that does not fall within that largest possible customer base would be considered outside their customer base. In a game like D&D, I imagine any minority viewpoint would be expected to house rule what they don't like.
Here's the thing. That's your guess at what was meant. You have a guess, I have a guess, my dog probably doesn't have a guess because, dog. It's your guess at Pemerton's guess at what WotC is thinking. Without some kind of authority, your guess and my guess have equal value, and Pemerton's guess and my guess about WotC have equal value. Even if a guess is correct and or identical (and please note, I've never said that anyone was incorrect or that I disagree), that doesn't mean we agree on a course of action. No course of action has been proposed.

If someone wants to actually say "I think you should do (or not) this because I think your opinion is less valuable to WotC's because reasons, AND here's why doing X, or not doing Y, will benefit or hurt you", then we actually have something to talk about, at least for a moment.
 

Here's the thing. That's your guess at what was meant. You have a guess, I have a guess, my dog probably doesn't have a guess because, dog. It's your guess at Pemerton's guess at what WotC is thinking. Without some kind of authority, your guess and my guess have equal value, and Pemerton's guess and my guess about WotC have equal value. Even if a guess is correct and or identical (and please note, I've never said that anyone was incorrect or that I disagree), that doesn't mean we agree on a course of action. No course of action has been proposed.

If someone wants to actually say "I think you should do (or not) this because I think your opinion is less valuable to WotC's because reasons, AND here's why doing X, or not doing Y, will benefit or hurt you", then we actually have something to talk about, at least for a moment.

You said outside the norm. They want the norm. If you're outside the norm, they won't care as much about your opinion. Norm meaning statistical norm as in largest number of people.

True, I don't know what WotC specifically thinks. I do know that they used rigorous statistical analysis and playtest to build a D&D system that appealed to the largest number of players. If your preferences fall outside the majority of play testers, then most likely your concerns were already taken into account and pushed to the side as outside the norm. I see posts on this thread saying certain features were ripped from the game during the play test. That usually happens because the majority didn't like those features or they created major problems in the rule system. Either way the system we have is the one their data driven analysis determined would please the majority of players and their internal rules team determined would play in a consistent manner within the parameters of human fallibility to make both possible.
 

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