As a seasoned role-player and fan of all things fantastical, I can’t help but be thrilled by the innovative directions Dungeons & Dragons is taking us. Having dabbled in everything from Downton Abbey LARPs to Interview with the Vampire-inspired campaigns, I find myself yearning for more unique, globally adjacent experiences that push the boundaries of our traditional tabletop gaming realm.
A fresh leadership and new core rulebooks mark a rejuvenation for the enduringly popular tabletop game, Dungeons & Dragons. Last week at Gen Con, Wizards of the Coast honored Dungeons & Dragons’ 50th anniversary with various events, such as the launch of its new Player’s Handbook, a high-profile D&D Live event, and an extensive schedule of activities. Over the weekend, there was much commemoration of the game’s rich history and current status, but also hints about what lies ahead in the shape of Project Sigil – an under-construction VTT app intended to introduce a digital element to the game. During Gen Con, ComicBook spoke with Jess Lanzillo, Vice President of Franchise and Product for Dungeons & Dragons, regarding the potential future of the game, as well as whether they will maintain the traditional analog experience amidst the growing influence of digital gaming in Hasbro’s portfolio.
At Gen Con, we sat down with Lanzillo to discuss the upcoming core rulebooks for the 5th edition of Dungeons & Dragons, which have been described as “rule revisions.” Lanzillo explained that these rules will serve as versatile tools to help expand the scope of D&D. This could mean exploring new play styles, genres, or creating fresh worlds, or even reinventing established ones.
For Lanzillo, the latest guidelines are primarily geared towards shaping the future of Dungeons & Dragons. Additionally, they serve as a blueprint for the next five years, allowing the D&D team to expand upon the new structure established by the revised rules. When asked about their plans, Lanzillo explained some of her team’s ideas. “We discussed what we want to achieve,” she said, “such as enhancing an existing location with a fresh look, developing something completely novel in another area, and brainstorming ways to produce smaller, distinctive items that can complement larger releases without relying on their success.”
A significant aspect of Lanzillo’s approach to Dungeons & Dragons revolves around the concept of “freedom.” This extends beyond breaking free from the traditional limitations tied to a major intellectual property, also encompassing efforts to avoid forcing every product into a single design mold or specific type of voice. Instead, he emphasizes, “we’re focusing on how this gives us more freedom, rather than imposing more constraints.” Lanzillo believes that when considering not just the rules but Dungeons & Dragons as a whole and its often-used term “franchise,” it can be viewed in two ways. One approach could be to meticulously plan every detail, ensuring each part is interconnected. However, Lanzillo contends, this isn’t what D&D is about; instead, it’s about encouraging individual creators to bring their unique voices to the table and contribute to our collective efforts.
Primarily, Dungeons & Dragons will still delve into classic fantasy motifs, such as encountering goblins in the woods (as mentioned by Lanzillo), but it will also strive to expand players’ taste for more unconventional elements. In essence, Lanzillo suggested that they might as well create strange and unusual content all the time because, at heart, fantasy is fantastic!
One of the biggest questions going into Gen Con was Hasbro’s approach to Dungeons & Dragons, especially in terms of a potential shift to all-digital play. With the acquisition of character builder D&D Beyond and the development of Project Sigil, Hasbro investor calls frequently points to the future of Dungeons & Dragons as digital, even though the game at its heart is a tabletop game. We asked Lanzillo to talk about the recurring fears of digitalization within Dungeons & Dragons and whether there was any mandated shift to digital.
Lanzillo expressed his disappointment about the established divide between traditional and digital D&D play. He considers this division as artificial since it may not suit everyone’s preferences. During lockdown, for instance, some individuals played D&D digitally using tools like Maps on D&D Beyond, Discord, and voice calls. However, many prefer the in-person experience for its tactile aspect. Lanzillo, an artist himself, is one of those who migrated to the digital D&D Beyond character sheet later because he prefers creating his materials manually in a unique way.
“Lanzillo emphasized his enthusiasm for offering various forms of enjoyable gaming experiences to people based on their preferences. He explained that this perspective should not be misconstrued as elitism, but rather as a means to say, ‘Each person’s approach to playing may differ, and mine just happens to align with what I enjoy.’ Indeed, we all have our preferred ways of gaming, and it’s natural to engage in play groups that share similar tastes. However, fostering an environment where players can express their creativity and enjoy games according to their preferences is crucial.
Lanzillo stated that he views everything as interconnected within a single ecosystem, and rather than comparing or judging one thing against another, it’s essential to offer diverse experiences tailored to individuals based on their current stage of life and the people surrounding them.
In recent meetings with investors, Hasbro’s CEO has hinted at potential future collaborations between Dungeons & Dragons and other franchises, drawing parallels with Magic: The Gathering’s ‘Universes Beyond’ series. When queried about similar crossovers for Dungeons & Dragons, Lanzillo expressed openness to the idea but emphasized that it would need to be a fitting franchise and beneficial. Lanzillo noted the vast amount of unique content generated by players over the past 50 years in the form of homebrew worlds, suggesting that many players are already using their own intellectual properties. However, Lanzillo added that while D&D has its own ongoing storylines, it has previously collaborated with shows like Stranger Things and Rick and Morty. Therefore, crossovers are not a new concept for them.
As a gaming enthusiast, I understand the importance of careful consideration when creating a crossover. It’s not about hastily combining elements from different universes for a quick sale. Instead, it’s about seeking out unique and fresh experiences that we can’t easily generate ourselves. This might mean exploring genres or cultures outside our usual comfort zone, such as delving into anime culture or incorporating elements from shows like Downton Abbey in LARPs. The key is finding ways to innovate, and sometimes a collaborative effort with the right partner can help us achieve that better than we could on our own.
Lanzillo mentioned that she’s willing to consider unconventional collaborations outside the standard D&D format. She explained, “If you approach me with an idea like ‘Interview with the Vampire’, I’d be open to discussing it. Whether it suits our business or not, I can’t say for certain, but let’s have a conversation about it. Let’s make sure our systems and guidelines are adaptable to such an experience. If that’s the kind of gameplay you’re interested in…I don’t want to dismiss the idea outright. It’s all part of our ongoing dialogue between digital and analog formats. We’re not Gary Gygax, dictating the one correct way. Instead, we listen to what the fans and players desire, and if it sounds exciting, we’ll come up with innovative ideas too.”
The discussions about “Downton Abbey” and “Interview With a Vampire” prompted us to consider new directions, as we pondered how “Dungeons & Dragons” would expand roleplay and social interactions in the future. As Lanzillo explained, this ties into the concept of “Universes Beyond.” It’s not just about finding popular intellectual properties and adapting them; it’s about exploring new territories and unexplored mechanical aspects. Lanzillo, a fan of live-action roleplay (LARP) and social roleplay, is intimately familiar with the challenges involved. He appreciates that D&D has core rules focused on combat, leaving room for more. When thinking about future products, the question becomes: will we create products that bridge this gap, develop social roleplay mechanics, and offer a more structured framework while still keeping these optional?
The flexibility of customizable rule sets in D&D allows it to cater to a diverse range of players, ensuring that no one is forced to engage with content that might not align with their preferences or game style. For instance, if a player prefers a more old-school, high-risk, high-reward dungeon experience and isn’t interested in intricate courtship scenes, the game should reflect that. However, if a new type of audience is attracted to a more romance-focused D&D game, the core rules can still be relevant while acknowledging that combat might take a backseat or be less frequent. Lanzillo views this adaptability as an intriguing endeavor for the team to explore in the coming years.
In our final query to Lanzillo, we delved into the fresh Core Rulebooks and her aspirations for fan reactions. “Let me put it in terms of a Magic card,” she explained. “If you have a favorite card that works wonderfully in your deck, but then a superior one comes along, naturally, you’ll opt for the new one.” She continued, “This is what we aim for with the Core rulebooks. We want players to be captivated by the Warlock and instantly think ‘Wow, this is fantastic! I must use this Warlock.’ The Blob of Annihilation, with a god’s skull inside, is truly awe-inspiring.”
Lanzillo additionally wanted fans to grasp that the design team incorporated ten years’ worth of feedback into the latest Core Rulebooks, aiming to achieve what they believe are the most favorable results based on this input.
As an enthusiast, I couldn’t help but feel a thrill at the prospect of witnessing everyone’s responses to our upcoming reveals. When we unveil all the amazing new features, I can only hope it sparks a frenzy among the fans! Moreover, in this announcement, I’m eagerly anticipating us sharing how we’re gradually expanding the game’s framework, allowing players to envision their own adventures and characters within the revised rules. This could even open up opportunities for them to experiment with fresh roleplay experiences they haven’t explored before.
The new Player’s Handbook for Dungeons & Dragons comes out on September 17th.
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2024-08-12 16:10