D&D General The Revival of D&D with Jeremy Crawford at Comic Con.

darjr

I crit!
The Revival of D&D with Jeremy Crawford at Comic Con in Spain.

This is also about Jeremy and his journey with D&D and his part in the creation of D&D. He notes that it’s the first version that, unlike prior versions, sales kept growing and growing and they often wondered what was going on.

He thanks the fans for being the vector that brought D&D back.

His hope and the teams hope was that D&D would appeal to older players even those familiar with it from the 70s versions and also be open and bring in new players, I think they succeeded.

He goes into much more detail further in the interview. I’ve only talked about the first few minutes.



🇬🇧 Jeremy Crawford (Dungeons & Dragons Lead Designer, Critical Role collaborations) explores how the world’s most iconic role-playing game has reinvented itself for a new generation. From storytelling to community engagement, he will discuss the creative choices that keep D&D thriving today.

🇪🇸 Jeremy Crawford (diseñador principal de Dungeons & Dragons, colaborador en Critical Role) explora cómo el juego de rol más icónico del mundo se ha reinventado para una nueva generación. Desde la narrativa hasta la interacción con la comunidad, hablará sobre las decisiones creativas que mantienen a D&D vivo y en constante crecimiento hoy en día.
 
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The Revival of D&D with Jeremy Crawford at Comic Con.

This is also about Jeremy and his journey with D&D and his part in the creation of D&D. He notes that it’s the first version that, unlike prior versions, sales kept growing and growing and they often wondered what was going on.

He thanks the fans for being the vector that brought D&D back.

His hope and the teams hope was that D&D would appeal to older players even those familiar with it from the 70s versions and also be open and bring in new players, I think they succeeded.

He goes into much more detail further in the interview. I’ve only talked about the first few minutes.



🇬🇧 Jeremy Crawford (Dungeons & Dragons Lead Designer, Critical Role collaborations) explores how the world’s most iconic role-playing game has reinvented itself for a new generation. From storytelling to community engagement, he will discuss the creative choices that keep D&D thriving today.

🇪🇸 Jeremy Crawford (diseñador principal de Dungeons & Dragons, colaborador en Critical Role) explora cómo el juego de rol más icónico del mundo se ha reinventado para una nueva generación. Desde la narrativa hasta la interacción con la comunidad, hablará sobre las decisiones creativas que mantienen a D&D vivo y en constante crecimiento hoy en día.
Saved to watch later: we are getting into an interesting new era, when the deep level insiders, like Crawford here or @mearls with his recent design commentary, are no longer at WotC, so the anecdotes and history will get some new texture that wasn't feasible to expect when they were still navigating the corporate forest.

I would pay good money for Chris Perkins tell-all Memoirs.
 

Here's Krisp's summary of the video:

Introduction to the Panel

  • The panel is moderated by Gordon Bellamy, who expresses his enthusiasm for Dungeons and Dragons and introduces Jeremy Crawford, the lead game designer of D&D.
  • The setting is Comic-Con Malaga, where the audience is welcomed with applause.

The Rebirth of Dungeons and Dragons

  • Jeremy Crawford discusses the concept of "rebirth" in D&D, referring to the significant changes and revitalization that occurred over the last decade, particularly with the launch of the fifth edition.
  • He explains that the goal was to reunify the D&D audience, connecting the game's origins from the 1970s with new players, thereby inviting a broader community into the fold.
  • Crawford emphasizes the importance of community feedback in shaping the game, highlighting how public playtests and online conversations influenced design decisions.
  • He notes that unlike previous editions, fifth edition has experienced consistent growth in sales over its first ten years, indicating a successful reception from players.

Inspirations for Redesigning D&D

  • Crawford reflects on his inspirations for redesigning D&D, citing early 20th-century science fiction and fantasy novels that influenced the original creators, Gary Gygax and Dave Arneson.
  • He mentions specific literary works, such as the Elric novels, The Lord of the Rings, and stories by H.P. Lovecraft, which provided foundational ideas for the game's design.
  • Crawford also discusses his engagement with current gaming trends, playing various video games and tabletop RPGs to draw inspiration for D&D.
  • He expresses a passion for ancient mythology and world history, which he incorporates into the fantasy worlds created for the game.

Balancing Tradition and Innovation

  • Crawford addresses the challenge of balancing the preservation of D&D's rich traditions while allowing for innovation to appeal to new players.
  • The design team engaged with the global D&D audience to identify which elements of the game should be preserved, focusing on aspects that have consistently appeared across all editions.
  • He describes the process of playtesting and gathering feedback as essential in determining what changes resonate with the community.
  • Crawford emphasizes the importance of continuous playtesting and iteration in the design process, citing the need to remain flexible and responsive to player experiences.

The Role of Play in Game Design

  • Crawford shares his personal experiences as both a player and a Dungeon Master, highlighting how these roles inform his design philosophy.
  • He notes that being a DM allows designers to create engaging gameplay experiences and learn how players interact with the game world.
  • Crawford encourages aspiring game designers to embrace their experiences as DMs, as it provides valuable insights into creating compelling narratives and mechanics.

Cultural Influences on D&D

  • The discussion shifts to the influence of European and Spanish storytelling traditions on D&D, with Crawford expressing hope that these cultural perspectives will enrich future adventures and game designs.
  • He encourages players from different backgrounds to bring their unique experiences into the game, fostering a diverse range of narratives.
  • Crawford believes that the magic of role-playing games lies in the collaborative storytelling experience, where players can explore different aspects of themselves through their characters.

Looking to the Future of D&D

  • Crawford shares his excitement about upcoming projects, including new mechanics and character options being developed for Critical Role's fourth campaign.
  • He notes that this collaboration between game designers and live play creators is unprecedented and aims to create an engaging experience for viewers and players alike.
  • Crawford also mentions the development of Daggerheart, a new role-playing game that will explore different fantasy genres and settings.
  • He expresses anticipation for the new adventures and innovations that will emerge from both D&D and Daggerheart, encouraging players to remain engaged with the evolving landscape of tabletop RPGs.

Audience Interaction and Questions

  • The panel opens up to audience questions, allowing attendees to engage directly with Crawford and share their experiences with D&D.
  • One audience member asks about returning to D&D after a long absence, to which Crawford reassures them that fifth edition retains familiar elements from earlier editions while introducing new features.
  • Crawford recommends starter sets like "Heroes of the Borderlands" for newcomers and lapsed players, highlighting its accessibility and engaging components.
  • As the session concludes, Crawford expresses gratitude to the audience and encourages them to pursue their creative endeavors within the world of tabletop gaming.
 



Has he said the influence of European and Spanish storytelling traditions on D&D?

Will we see more actual-play show? I advice subtles for people whose first languange isn't English.
 


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