I received the Dungeons and Dragons Player’s Guide last night, so I’ve been looking over it pretty diligently for the last 24 hours or so. It has a lot of things going for it, especially its simplicity. It is elegant in its restraint. After the bloatedness (note: I said bloated, not necessarily bad) of fourth edition, I’m glad to see a rules system that is so streamlined.
I mean, I don’t have time to learn a lot of rules anymore. I’m not the dude in my teens and twenties that could spend a lot of time memorizing pretty much an entire rule system to run a game with my buddies, but the fifth edition of Dungeons and Dragons is like cuddling up with your favorite blanket. It’s familiar and looks great.
John and I were talking about how easy it is to make a character, and how if we wanted to, we could do some customization with just a couple of tweaks. We won’t have to wade through dozens of webpages and rulebooks looking for rules to make our characters exactly as we want to. Awesome.
My favorite part of the new system, though, is the seeming emphasis on story. I’ve always been more interesting in the storytelling aspect of RPGs rather than the rules, so D&D now makes it easy to jump into the story. The characters can do cool stuff without having to worry about too many complicated rules. That’s all we want to do. We want to have a little bit of fantasy escapism and be heroes. The new Dungeons and Dragons makes doing just that uncomplicated.
After I’ve played some more, I’ll tell you all about it.