Archive for D&D 4th Edition

D&D 4th Edition - Living Forgotten Realms

Weekend in the Realms
Please note: This information is only for North America, Canada and Latin America
Welcome to the first Weekend in the Realms RPGA Dungeons & Dragons® Game Day! Our special event is focused on making your location a bustling center of 4th edition D&D by introducing customers to the updated Forgotten Realms® D&D setting and the new RPGA Living Forgotten Realms campaign. Earlier this year, over 1000 public locations in North American and Canada averaged more than 24 players each running our 2008 D&D Game Day—and over 30 percent of players were brand new! Don’t delay sign-up today!

WHEN IS THE EVENT?
Friday October 24th, Saturday October 25th and Sunday October 26th
You can sanction the event on any of the above dates or select two or three and make it a weekend of D&D to remember. Please note we will only ship kits to events being held in non-residential, public locations. Materials will be electronically available to all home locations.

HOW MUCH DOES THIS EVENT COST ME?
IT’S FREE!

WHEN DOES THE ADVENTURE/EVENT KIT ARRIVE?
Our adventure, Beneath Haunted Halls, will be electronically available approximately one month prior and is automatically added to your account for downloading. Please select our placeholder when setting up your sanctioning or it will not be added.
Public locations should receive their Weekend in the Realms kit one week prior to the event.

WHAT DOES THE EVENT KIT CONTAIN?
The kit is designed to support 24 players. You get:
• 1 full color poster map with space for start times to be added
• 5 full color maps for the adventure
• 4 copies of the launch event adventure Beneath Haunted Halls
• Forgotten Realms Trivia game
• Instructions on how to run a fun, action-packed 4th Edition RPGA Forgotten Realms Game Day. Includes sanctioning and reporting instructions
• Pad of 25 RPGA membership cards

I WANT TO BE INCLUDED!
You’re already approved so all you have to do is go into your Personal Information Center and sanction them in the normal way. In Event Type select Special Event Game Day and on the adventure selection screen ensure you select our Beneath Haunted Halls placeholder and any other adventures you wish to run that day. Each day has to be sanctioned separately with you repeating the above.

WHEN IS THE CLOSING DATE?
All sanctioning must be completed by 5 PM PST (+8 GMT) on September 26th 2008 to receive our Weekend in the Realms Game Day kit. Kits are limited to one per location and to the first 800 locations to sanction. To avoid disappoint we recommend sanctioning today.

QUESTIONS?
When I sanction the event, what is the name of the adventure file I’m looking for?
The Weekend in the Realms event has one mega-adventure broken into 3 parts. You will want to add all 3 parts to your order. Select WEEK1-1 Beneath Haunted Halls Part 1, WEEK1-2 Beneath Haunted Halls Part 2, and WEEK1-3 Beneath Haunted Halls Part 3. Of course, you may select additional adventures to expand your weekend into an even bigger event!

When I sanction my Weekend in the Realms event, it only shows me the 3 parts. How do I add other Living Forgotten Realms adventures to my event?
You’ll need to set up a separate event; choose Convention, Game Day, or Retail (as appropriate). After setting up your event details, you will then be taken to the adventures page, which will display a long list of adventures for you to select from. Choose any Living Forgotten Realms adventures you’d like to add to your event!

I’m sanctioning my event and I’m ready to select additional Living Forgotten Realms adventures. However, there are tons of adventures on the page!
How do I know which adventures are for Living Forgotten Realms?

You can always click on an adventure to view it’s descriptive text, but there’s a way you can tell at-a-glance from the adventures page which ones are for Living Forgotten Realms. All Living Forgotten Realms adventures have a descriptor in front of the adventure name which follows this format: four-letter region abbreviation, number (for year), dash, and number (for adventure in that year). For example, CORE1-1 Inheritance is a Living Forgotten Realms adventure, since it follows that format.

For all other questions please email your closest office at:

Dungeons & Dragons: The 4th Edition Interview

Everything you need to know about Wizards of the Coast’s plans for 4th Edition D&D.

Via Gamespy

At Gen Con, Wizards of the Coast’s cadre of role-playing game designers announced that they would be revamping the king of tabletop role-playing games, and that we’d be playing an all-new version of Dungeons & Dragons by next year. This version would be tied directly to an internet-based initiative named D&D Insider — a subscription-based service that would offer robust online character management tools, as well as an online gaming table so that players could meet up for an evening of dungeon crawling from the comfort of their homes.

Gamers have been clamoring for information on the forthcoming 4th Edition, and we went straight to the source for the scoop. While it’s still too early to get all the details, read on to learn all about the future of Dungeons & Dragons from Christopher Perkins, Wizards of the Coast’s Story Manager, D&D RPGs and Miniatures.

Fourth is Coming

GameSpy: Why did you feel that now was the right time to go with a 4th Edition?

Christopher Perkins: Refreshing a living game such as D&D is very important. Our understanding of what works best for today’s players is always evolving, and ignoring that would result in a stagnant game that nobody plays. Add to that the opportunities presented by our digital initiative, as encompassed by D&D Insider, and it just made sense to update all of the components of the game and the brand at the same time.

GameSpy: Why not release all three 4th Edition core books, the Player’s Handbook, the Dungeon Master’s Guide and the Monster Manual at the same time?

Christopher Perkins: Releasing three core rulebooks in one month is too much of a strain on retailers. They don’t have the money to stock up on that much gaming product in one month.


GameSpy: What are the biggest things that will separate 4th Edition from previous versions of the D&D game?

Christopher Perkins: The game is evolving in exciting ways that will improve your play experience, but the core mechanics of the game will be familiar to current players, and the game itself will be easily recognizable as D&D to players from any edition. The revolution comes from the addition of the D&D Insider components, a more robust organized play program, and more enhanced community features.

GameSpy: If I’m the sort of person that tries to minimize the use of miniatures in my game will 4th edition be right for me?

Christopher Perkins: Although 4th Edition assumes that most players are using miniatures to represent their characters and monsters, 4th Edition doesn’t require the use of miniatures any more than the previous edition does.

GameSpy: Do you feel you may face backlash from players who enjoy 3.0 and 3.5 and don’t want to upgrade their rules or campaigns?

Christopher Perkins: We faced a similar situation with the change from 2nd Edition to 3rd Edition, so we assume that not every 3rd-Edition player will switch over to the new game overnight. All in all, 4th Edition offers a much better gaming experience for players and Dungeon Masters. Even though 3rd Edition is an excellent game, 4th Edition gives players better character options at every level, makes DM-ing less of a chore, and speeds up round-by-round combat. We expect that the improvements in gameplay will convince even reluctant players to switch over to 4th Edition. We also anticipate that the majority of d20 publishers will support 4th Edition going forward.

GameSpy: What are the elements of the D&D Insider subscription? How much will it cost?

Christopher Perkins: D&D Insider is the digital portion of our 4th Edition D&D offerings, featuring the digital versions of Dragon Magazine and Dungeon Magazine, a character creator, a suite of DM tools, and the D&D Game Table that turns the Internet into a kitchen table around which you can play D&D with your friends. We’re still finalizing what those costs will be, but we plan to peg the cost as slightly more than the cost of a magazine but less than the average MMO monthly subscription rate.

GameSpy: Will there be varying subscription levels? Can someone subscribe to the community features and the toolsets (like the character builder and gaming table), but not the magazine content?

Christopher Perkins: A free D&D website will continue to exist, which will include news of upcoming products, message boards, forums, and the like. The select D&D Insider portion of the website will be available to subscribers only and features such items as the digital magazine content (Dragon Magazine and Dungeon Magazine), DM and Player Tools, and the D&D Gaming Table.


GameSpy: Besides the Dragon and Dungeon magazine subscriptions what other pay elements make D&D Insider worthwhile as opposed to the Web things that are currently free?

Christopher Perkins: In addition to the more robust editorial content via Dragon and Dungeon content, the key elements for D&D Insider include a character creator, a suite of DM tools and the D&D Game Table that turns the Internet into a kitchen table around which you can play D&D with your friends.

GameSpy: Will you be moving anything that’s currently free on the Web behind a D&D Insider subscriber wall?

Christopher Perkins: Some content will remain in the free section of the site. Other content will move to the subscriber section of the site.

GameSpy: Will every player in the party (as well as the DM) have to subscribe to D&D Insider in order to make use of the digital gaming table?

Christopher Perkins: Subscribing to D&D Insider gives you 24/7 access to the D&D Game Table. A non-subscriber will have the ability to “buy” a seat at the game table on a session-by-session basis, but this cost has not yet been determined.

GameSpy: Will players be able to manipulate the gaming table, or is it strictly under the purview of the Dungeon Master? What kinds of manipulation “permissions” can the DM offer to players?

Christopher Perkins: Players can, by default, move their own digital miniatures as well as adjust their camera view. Dungeon Masters can also give players limited control of other aspects of the table, including lighting functions and drawing tools.

GameSpy: Will WOTC be releasing printable replacement stat cards via D&D Insider so that their existing miniatures can be used in their 4th Edition games? Will these cards be updated with errata and updates electronically?

Christopher Perkins: We plan to provide free stat card updates via our website for a number of full D&D Miniatures sets, as well as provide new stats for an “All-Star” set of popular figures drawn from earlier sets. We’re going to ask the D&D Miniatures community to help us determine which figures make it into that All-Star set.

GameSpy: What’s the role of Gleemax vis a vis D&D Insider? What kinds of Gleemax tools will players be able use with their Insider subscriptions and will there be any Insider-exclusive Gleemax material?

Christopher Perkins: Gleemax provides D&D players with free access to a central repository of fan-created D&D content as well as a social network that includes customizable personal pages, blogs, friends lists, calendars, and more. Gleemax will also allow D&D players to store their characters and campaign notes in “vaults” that can be made public or private by the individual user. Some additional features of the Character Vault and Campaign Vault may be available to D&D Insider subscribers only, but the exact details and features have yet to be determined.

GameSpy: We’ve been reading a lot about talent trees in 4th Edition, similar to those in Blizzard Entertainment’s Diablo and World of Warcraft games. Will 4th Edition characters progress similarly to those in an MMORPG and was this sort of play dynamic the inspiration for the new 4th Edition rules?

Christopher Perkins: Talent trees aren’t unique to MMORPGs. Wizards has produced other games that use talent trees, such as the d20 Modern Roleplaying Game and the Star Wars Roleplaying Game Saga Edition. The theory of game design, regardless of platform, is constantly evolving. We’ve taken our gaming experiences over the past decade, as well as player feedback on the games and supplements we’ve produced in that time period, to build a system for character creation and advancement in 4th Edition that draws inspiration from numerous sources, but isn’t exactly like anything that’s been done before.

GameSpy: What do you think talents bring to the game that was lacking in previous editions?

Christopher Perkins: The system by which characters are created and advanced in 4th Edition will be revealed in the coming months, both on D&D Insider and in the Wizards Presents: Races and Classes preview book releasing in December. Until then, it would be premature to discuss the details.


GameSpy: One of the biggest announcements was the level cap. Why thirty levels? Why not stick with the traditional 20?

Christopher Perkins: We liked the idea of building “tiers” into the game, so that Dungeon Masters had clear start points and end points for their campaigns. Levels 1-10 is called the heroic tier, levels 11-20 is the paragon tier, and levels 21-30 represents the epic tier. We felt strongly that we wanted to include epic-level play in the core game and make it less of a departure from the core system, rather than tack it on in a later product. Although each tier promises a slightly different play experience based on the capabilities of characters and monsters at these levels, every tier will still feel true to D&D.

GameSpy: Do you feel that players who enjoy the current generation of MMOs and computer RPGs have gotten used to their large level caps with more frequent reward plateaus? How has this impacted the way you’re now breaking up character progression? If the intent is to reward players more frequently, like in an MMO, why not go with fifty levels or more?

Christopher Perkins: We know that players enjoy the experience of “leveling up,” provided it’s not onerous, and so we’ve built a system that allows them to level up more often. We didn’t want players to have to “level up” their characters every session because that would get onerous; doing so every two or three sessions seemed more appropriate and palatable, and that’s how the new system is currently built.

GameSpy: Has the road to the endgame been lengthened, level-wise, or is there a new upper limit to how powerful D&D characters will get? For example, will a level 30 character in 4th Edition be as strong as a level 20 in 3.5, or is a level 20 character in 4th Edition about as strong as an epic-level character in previous editions?

Christopher Perkins: The way character advancement works now, it takes fewer encounters to gain a level, but it takes roughly the same length of time to reach 30 levels in 4th Edition as it takes to reach 20 levels in 3rd Edition. The rate of level advancement is still being playtested, however, so the jury’s still out on whether the final game will work this way.

One of the goals of 4th Edition is to make high-level play as fun, balanced, and manageable as low-level play, and to make high-level characters as easy to create and run as low-level ones. Comparing high-level 4th Edition characters to high-level 3rd Edition characters is not an apples-to-apples comparison because they’re built very differently. However, there isn’t a startling increase in overall power level from a 20th-level 3rd Edition character to a 20th-level 4th Edition character.

GameSpy: The “Vancian” fire-and-forget magic system has been a D&D staple since the system was created — yet it’s also one that never seems to be emulated in either the paper and pencil or videogame world and is often criticized for being unwieldy and for slowing down games. Now it seems as though 4th Edition is bowing to the inevitable. Are you completely abandoning the classic “Vancian” magic system? What will replace it? Is this an example of the video game world bleeding back to the tabletop universe?

Christopher Perkins: It’s safe to say that the “Vancian” spellcasting system has received as much scrutiny as every other aspect of the D&D game. One thing we don’t want is a character running out of cool things to do in combat. In 4th Edition, all characters have a selection of at-will, per-encounter, and per-day resources. The exact mechanical execution of this base concept will be disclosed in the coming months on D&D Insider and the Races and Classes preview book.

GameSpy: It seems as though many of the changes and new rules in 4th Edition were inspired or emulate the ease-of-use of the current generation of MMO (World of Warcraft, Lord of the Rings Online and the like). How has the popularity of such systems affected D&D and how has it contributed to the creation of 4th Edition’s game systems?

Christopher Perkins: Just as MMOs have looked to the D&D game for inspiration, so too have we learned a few things from MMOs (and not just MMOs, but games of all kinds). However, the D&D game is not an MMO, nor are we turning it into one. As it happens, certain things that work well in MMOs also work well in RPGs. For example, we like the idea of being able to create different “builds” within a single character class, so that one player’s 5th-level fighter can look and feel different than another player’s 5th-level fighter. This is something we experimented with in various other game products produced by Wizards in recent years.

GameSpy: We’ve been reading a lot about class roles and how creating clearly defined roles (and different ways of approaching those roles) are a large part of what will differentiate 4th Edition. Is this inspired by the MMO party foundation of tank, healer, dps, and crowd control? If so, do you anticipate having the same issues with hybrid classes, like WoW’s Paladin, Druid and Shaman?

Christopher Perkins: Party roles existed in 3rd Edition, but they were never discussed openly in the core rules. We simply assumed that a typical group of players would know enough to make sure their party included a front-line fighter-type character, a cleric or other healer-type character, a wizard or other artillery-type character, and so forth. In the interest of helping less-experienced players build stronger parties, we’ve addressed the issue of party composition more openly and directly in 4th Edition by explaining party roles and the importance of having characters who can fill these roles. Each base class in 4th Edition has been designed to fill a specific role, but that’s not all the class aims to do, and every base class has things that it can do outside of its primary role.

GameSpy: Greyhawk has generally been the de facto “starter setting” for Dungeons & Dragons. With the announcement of RPGA’s Living Greyhawk campaign being replaced with a Living Forgotten Realms, is the incredibly popular Forgotten Realms now the default campaign setting for 4th Edition?

Christopher Perkins: The core rulebooks are not aligned to any specific campaign setting. Dungeon Masters may use any, all, or none of the proper names and locations mentioned in these books when building their own campaigns. For example, in the Dungeon Master’s Guide we’re aiming to include a fully-detailed town or village that DMs can use as the starting point for their 4th Edition campaigns, but they are free to change the details to serve their own needs.

GameSpy: What settings are slated for 4th Edition support? Specifically, will there be 4th Edition sourcebooks for Eberron, Forgotten Realms? Are you planning on bringing back any older settings such as Planescape or Ravenloft and are there any new settings in the works?

Christopher Perkins: We will continue to support the Forgotten Realms and Eberron campaign settings both in game product and with novel lines. The Forgotten Realms campaign setting will be the first one updated for 4th Edition in print, with a new campaign guide releasing in August 2008. Other classic campaign settings may be revisited in print product as demand warrants, but not as full-blown product lines. Most of the support for these less-popular campaign settings will occur on D&D Insider, in the form of articles, wikipedias, and the like.

GameSpy: What are the first videogames we’ll see using the 4.0 mechanics? Do you expect Turbine’s Dungeons & Dragons Online and BioWare’s Neverwinter Nights toolset to adopt 4th Edition?

Christopher Perkins: No licensing plans have been announced at this time, and nothing is likely to be announced until after the 4th Edition rules are finalized.

GameSpy: Do the rules feel videogame-friendly and ripe for translation to the electronic realm and were they in any way created with that sort of thing in mind?

Christopher Perkins: Fourth Edition was created to be the best tabletop role-playing game on the market. The staff assigned to build the new game aren’t professional videogame designers, but it does seem that the rules could be translated to the “electronic realm” with relative ease.

4th Edition Dungeons & Dragons Information

GenCon 2007 is a pretty noisy place, filled with RPG hawkers selling their wares and dozens of companies bringing out new products to compete for the disposable income and free time of the world’s most dedicated gamers. For all the noise and hype generated at the show, however, the undisputed 900-pound gorilla in the room is Wizards of the Coast. With its twin towers of paper-based gaming (Magic: the Gathering and Dungeons & Dragons), the Washington-based game company rules this place like the priest-king of one of its fantasy kingdoms. This year, the king dropped a bombshell. D&D, the venerable godfather of role-playing games, would be bringing out a new edition. We sat down with WotC R&D Director Bill Slaviscek to discuss the new game and how the three-decade old game is getting ready to compete in a world seemingly ruled by electronic entertainment — by taking back some of what it’s always given away.

“We’ve spent eight years gathering feedback on 3rd edition,” Slaviscek said as we sit down in the Wizards booth on GenCon’s show floor. “We’ve figured out what works and what doesn’t. D&D 4th Edition is our way of fixing what doesn’t work and taking what does work and making it better.” Many of the elements he discusses that are being worked on in the new game sound remarkably familiar to anyone who plays an MMO — complaints of unbalanced classes, games that take too long to play and unclear and arcane rules that keep everyone from getting to the good stuff, fighting monsters, looting treasure, playing their roles and generally having a good time.


Indeed, many of the new game’s solutions sound like they come straight out of the video game world, particularly the massively multiplayer world and the digital version of the very game being discussed. One the game’s new innovations, for example is an attempt to create more defined class roles so that every class has something to do in combat and every class has unique powers to do it with. They’re also bringing out new power-sources for spell-casting classes that will give them more options than just setting up camp for the night when the cleric or the mage runs out of spells. Indeed, the classic “fire and forget” spell-casting system first devised by Gary Gygax based on the work of Jack Vance is often one of the first things video-game developers do away with in RPGs. Slaviscek doesn’t deny the influence of video games on the direction of the new edition; he just says that the development team drew inspiration from all over the gaming world in addition to their own discussions with players.

While the new rules and the new books (the three “Core books” will be available in 2008) are the heart of this new initiative, the 4th edition will have aspects that go far beyond merely paper-and-pencil and the kitchen table. Wizards of the Coast is embracing the online world in a big way with the launch of 4th Edition. While there are several new elements that fall under this digital program including a couple of software programs, they all fall under the name “D&D Insider.”

D&D Insider will be a subscription-based program (”it’ll cost more than a cup of coffee but less than an MMO,” Slaviscek said when asked about price) that aims to do for the real Dungeons & Dragons what legions of MMOs can only simulate — bring the true Dungeons & Dragons experience online. “Part of the reason this is so exciting is that it will give players new ways to connect with one another, allowing them to get a D&D game together whenever their lifestyle permits,” Slaviscek said. In certain ways, D&D Insider is a logical extension of “D&D Alumni.” This is a program designed to get people who stopped playing Dungeons & Dragons because they got jobs, kids, mortgages and the other trappings of real life that kept them from having the free time to devote to the game.

The first part of D&D Insider is a new piece of software called “D&D Tabletop.” This is a piece of software that places on screen a digital representation of the tiled table top on which D&D miniatures are placed. Players can create their own dungeons, walls and obstacle representations. There are also digital representations of miniatures that the Dungeon Master can move around, dice rolling utilities, experience point calculators, voice chat and facilities for players to move their own character miniatures around. The only thing missing is artificial intelligence and this is entirely deliberate. Slaviscek is quick to point out that D&D Tabletop is not a game in and of itself. It’s a tool, a utility that allows people to play the game with a real-live Dungeon Master across the Internet or a useful thing for a real-world group to use on a laptop around a real kitchen table.

Other elements consist of enhanced digital components attached to real-world books. When a player purchases a physical book, they’ll also be able to get a code that gives them an e-version of the books that can be placed within their own private space within Insider. This digital content will be continually updated with addendums and new materials that will then be added to the digital versions of the books they own. There will also be a “character creator” software tool. Again seemingly inspired by MMO character creation tools, players of 4th Edition will be able to create a virtual character and character sheet, adjust their appearance, equip them with what they’re actually wearing, pose them any way they like and import them into the D&D Tabletop. Slaviscek expects this to be a huge hit among players. “You can finally have a miniature that looks like your character rather than a close approximation.”


The company is also bringing their successful pair of magazines, “Dungeon” and “Dragon” into the online space. They’re promising that both will be much more useful since they can now be updated with new material every few days. The material they offer will also be more in-depth with more long-form material because the editors no longer have to worry about word counts. At the end of each month, the entire updated contents will also be packaged up as a digital download and offered for sale to non-subscribers.

Finally, the company is using their Gleemax initiative to power the back-end on the entire program. Gleemax is the company’s oddly named attempt to create a social networking hub for table-top gamers. The site’s features run the gamut from standard social networking tools such as friends’ lists and personal blogs to game-specific tools such as a scheduling and calendar package, universal d20 character sheets and specialized content for specific types of games such as tabletop miniatures and collectible card games. While the Gleemax site itself is game-neutral, the company is planning on stressing the links between the Insider software packages and the services available from Gleemax.

While the specifics of the 4th Edition rule set will undoubtedly cause plenty of arguments among D&D fans (there were more than a few boos among the claps at the official unveiling), the power of what the company is attempting can’t be denied. In a world that’s busier than ever, one of the reasons people turn to video games as a source of entertainment is because of their convenience factor. Online multiplayer games in particular offer the benefits of social activity for time-pressed people who may not have the time to dedicate to a deliberate gaming experience. D&D 4th Edition is nothing less than an attempt by Wizards of the Coast to bring some of that ease-of-use and convenience to the granddaddy of all time-sinks. “This is about bringing Dungeons & Dragons to the people,” Slaviscek says as we conclude our conversation. “We want them to be able to play wherever, whenever and however they want to.”

From Gamespy