Let me start with some background about what “fantasy” means to me and hence what I generally look for in fantasy role-playing games (FRPGs).
I saw The Lord of the Rings animated movie when I was 9 or 10 at a repertory theatre. Then I read The Hobbit. That got me really interested in fantasy stuff. It’s what motivated me to then ask my parents for the Dungeons and Dragons Basic Set for my birthday. (It was the one written by Dr. Holmes – hence it had those annoying chits instead of dice.)
As an adolescent I became interested in other works of fantasy – especially, in the early-mid 1980s, Michael Moorcock and Robert E. Howard (along with a lot of related pastiche “Conan” stories) – because of D&D and AD&D. The “Melnibonéan Mythos” in the Deitites and Demigods was one of my favourites in the book even before I read anything by Moorcock.
Given these influences, I would say that Tolkien, Moorcock, and Howard had the most influence in shaping how I interpreted D&D/AD&D when I got into FRPGs in the early-mid 1980s. (I eventually would go on to play games directly based on the writings of Tolkien and Moorcock; indeed, these eventually supplanted AD&D in my high-school group.) Perhaps this is why – more than any particular set of rules – the more recent Wizards of the Coast versions of the game leave me cold. Over the past 25 years the game has felt more like “fantasy superheroes” than the kind of fiction that I had associated with it – and, I suppose, still do, when I think of “classic D&D.”
Turning to my experience running a “World of Greyhawk” campaign using the fifth edition rules – and leaving aside the game’s overall “ethos” and “aesthetics” (including its unfortunate recent turn towards “twee”) – there are three elements of the game that especially came to vex me:
a. Its “superhero” “no-wounds-are-serious” system of rest and recovery;b. Its “unmagical” magic system; andc. Its flavourless, often tedious combat system.
(For further explanation of each of these points, go to the posts to which I’ve linked above.)
I recently managed to sell most of my WotC 5e D&D collection (I kept the core rules and a few books I liked, such as Saltmarsh and Yawning Portal). I used a local used bookstore for the sake of convenience. It felt good to free up the shelf space. I don't know why I bothered getting most of those books originally – even when I was playing 5e, I barely used most of them. (I stopped buying WotC stuff years ago when I realized this, as well as the declining quality of the line.)
I will say this for 5e D&D: it’s far better than 3e was. I mean, if 5e D&D were the only FRPG available, I would play it – whereas I would just abandon the hobby if 3e was the only option. And I would not rule out occasionally playing 5e D&D in the future (say, running a game for a friend’s kids or something like that). And I would be happy to play the Middle-earth variant, The Lord of the Rings RPG (indeed, I greatly enjoyed that game’s predecessor, Adventures in Middle-earth, having run a successful campaign about seven years ago).
But as for my “main” FRPG, I’ll never use 5e D&D again. Hence, I don’t have any interest in the new 2024 books. There are just too many superior alternatives (including, of course, earlier editions of D&D/AD&D, and related “retro-clones” and “near clones”).
I do think the 2024 update to 5E fixes a lot of what I didn't like about the 2014 release--but then I was someone who loved 4E.
ReplyDeleteNow though I am all in on Dragonbane.
I have the Dragonbane box set and think it looks pretty good! I could see it becoming my "rules light-ish" FRPG in the future.
Deletemy basic problem with 5e never has changed from the beginning (and going back to 3e): why does DnD need 3 expensive and thick books for me as a GM to work through, when B/X was two thin booklets?
ReplyDeleteI never took the plunge to 5e mostly because I am cheap and I just couldn't bear 150 quid going down the drain for a game I knew I was never going to properly play.