We want a game that rises above differences of play styles, campaign settings, and editions, one that takes the fundamental essence of D&D and brings it to the forefront of the game. In short, we want a game that is as simple or complex as you please, its action focused on combat, intrigue, and exploration as you desire. We want a game that is unmistakably D&D, but one that can easily become your D&D, the game that you want to run and play.
Wizards is on the right track.I’m not a fan of fourth edition. I find the combat slow, the powers limiting, and the rules inhospitable to the kind of creative world-building, story-telling and problem-solving that make D&D great.But so far, the fifth edition rules show promise. They’re simple without being stupid, and efficient without being shallow. Combat was quick and satisfying; we got through most of an adventure in just a few hours. And I get the sense that fifth edition will bring back some of the good complexity of previous versions, allowing players to create unique characters and new worlds.Most of all, it feels like D&D, not a console video game, or an MMO, or a card game. That’s the first step towards bringing old players home.