Less than three years out of the gates and Wizards of the Coast is looking to move past 4th Edition of Dungeons & Dragons. Looking back, it feels obvious. And with Pathfinder (the company that took the helm of keeping the [mostly] 3rd edition alive) outselling D&D 4E it feels even more obvious. D&D was no longer D&D, it became a different game.
Why?
Some may point to various game mechanic changes and while I think that is part of the issue (and not necessarily a bad issue, as the combat is fluid and fun in 4E), it’s not the core issue.
Every role-playing game is, in essence, a world philosophy. The rules reflect, nay, manifest this philosophy. Some games are gritty and lethal while others are fantasy-heroic and within the rules the game’s philosophy emerges to help describe the universe in which the game is set.
How an individual game treats, writes-up, lays out the rules for, the “common” people in contrast to the “heroes” is one of the most key aspects to presenting the game’s philosophy. In Shadowrun the common man is only slightly easier to kill the heroes. Or, rather, death of a character is a constant worry regardless of the power level of the heroes. A common man with a big gun is a threat to new “low level” characters as he is to more experienced characters. In older versions of Dungeons & Dragons, there reached a point where the heroes felt no threat from the common man. It’s a game of epic heroism where heroes can become gods. Both of these games, Shadowrun, older versions of D&D, and other, in my opinion, good games address this idea at some level. This is not to say that large portions of the rule books are given over to dealing with the common people, but it is there. Descriptions of the “average” members of a group, community, species, etc., are laid out. 4E largely did away with this. The “common” man was largely ignored by the rules and where it is addressed is in non-rules format, to just flesh out the personality and physical description of the commoner if needed which ignores the fact that many players often confront (and thereby need rules) these commoners. 4E lacks a world/universe/cosmological/role-playing philosophy, or at least it severely lacks one with respect to older editions of the game.
Another example of this is 4E’s near total collapse of context. New books would be released detailing a plethora of new classes and races (species) for players to play…but the details were generic, they lacked anchorage to a “real” world. Starting with the 1st edition of D&D concrete settings, whole worlds (or at least portions of continents), were created with the likes of Greyhawk and Forgotten Realms. These settings had a history, cultures, societies and when new content was introduced to the game there was an effort (sometimes excellently executed and at others it felt like a square peg was hammered into a round hole) to integrate the new material into the world. If a new species was introduced they came from somewhere, a new profession emerged from some group or groups. But 4E just dropped the new rules into the laps of the gamers and left context as generic as possible.
My argument here is; because the average gamer is now well into their 30s context does as much, if not more, to spur the imagination than an awesome image and the mechanics write up of the new class/race/etc. The context of the new thing must be molded into the game’s philosophy and without a coherent philosophy…the imagination anchor has a far more difficult time finding a hold.
Also, in addressing the established campaign worlds like Greyhawk and, especially, Forgotten Realms, Wizards of the Coast essentially dropped support for them. For the Forgotten Realms they introduced two new books at the beginning of 4E, that nearly destroyed any possibility of importing old characters into the new timeline, but then for two years failed to add anything. Long running campaigns, which in my experience is the standard model for gaming groups (though I don’t have data on this), had to either choose to completely start over or stick with the older rules and therefor, naturally, expand into Pathfinder.
Lastly, 4E dropped any and all social actions to the wayside. The game was nearly completely focused on combat. Social skills are present but they’re either tailored for use in combat (Bluff) or thrown in as if an after thought (Diplomacy) and then all other content is focused on combat. While yes, the players are free to use the skills and to engage in role playing…the game largely ignored it and only address the “role” of being an individual in combat. Emerson into the game is relegated to combat and combat alone.
4E’s only philosophy was “combat happens.” And in that philosophy they made the game fun. But without any serious support for the context in which that combat occurs they failed and the game itself failed. If not, then why a 5th edition, with a call for player input, less than three years after its release?