This week, the geek world was given much to talk about when Wizards of the Coast, the Hasbro-owned publisher of various tabletop and collectible card games, announced that it would be releasing a fifth edition of the famed role-playing game, Dungeons & Dragons.
Clearly, Wizards and Hasbro are putting a lot into this, given that news of 5E, as fans are already calling the new iteration of D&D, has been picked up by major news outlets such as CNN, Forbes, the Wall Street Journal, the New York Times and other outlets.
Gamers often cast a skeptical eye at media coverage of their admittedly nerdy hobby, as it is the kind of thing most folks really do not understand. Role-playing games got started in earnest in the 1970s and 1980s, with Dungeons & Dragons leading the way. In these games, players create heroic alter egos whose role they assume while engaging in adventures that exist mainly in the imagination of the players. While role-playing games typically are played with a group of people at a table, there is not necessarily a board or game pieces to use. (You can, but they are generally not required.) The game, as it were, almost entirely takes place in the minds of the players and the referee in what some might consider an exercise in group story telling. When the adventure gets to the point where the outcome of a development is uncertain (a battle with a dragon, say), then multi-sided dice are typically thrown and complicated rules are consulted to determine what happens next. It is not a game for folks who don’t want to give their brains and analytical thinking a workout.
Role-players have often been chided for their nerdy hobby, and when Dungeons & Dragons really took off in the 1980s, there was a concern among misguided parents and educators that the game was really a vector for inculcating kids into nefarious cult behavior. These concerns proved unfounded, and the RPG hobby became a lucrative game-publishing business with television, movie and video game spinoffs.
That last development is the one that most concerns Wizards of the Coast, as they have slowly and surely been losing players to computer games like World of Warcraft. Sales figures for RPG publishers remain guarded statistics (this I know because I used to write these things for a living some years ago), and by most accounts, sales for tabletop RPGs peaked in the mid-1990s and have been on an inexorable slide since, thanks largely to the advent of multiplayer computer RPGs that are, in many ways, much easier to play.
This prompted Wizards to reinvent Dungeons & Dragons in 2008, with the game’s fourth edition. The point of that new edition was to re-write the rules so the game played out more like one of the video games D&D to which was losing so much market share. Apparently it didn’t work, because here we are, not even four years later, and not only is Wizards putting out yet another edition of the game, but this time they are turning to their fans to help develop it.