DnD 5th Edition Reviews

This set of DnD 5th Edition reviews is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.


My Review – 95 / 100

DnD 5th Edition Reviews

Dungeons and Dragons gets a shorter review than many of the games in the list of best tabletop RPGs of all time in part because DnD is by far the best. Dungeons and Dragons is the definition and standard for all other tabletop RPGs. That’s all there is to it.


Even the things that aren’t perfect about the game are still far superior to most every other game out there. And though DnD isn’t the absolute best game out there in every category, they are the best, overall.


Dungeons and Dragons isn’t a perfect game, but it’s pretty close. As close, in fact, as a TTRPG can be in today’s world. Even though I have my own TTRPG (Eternity TTRPG), I still have to say that overall, Dungeons and Dragons is better.


DnD has been around longer than any modern RPG, it’s the most popular tabletop RPG in the world, the artwork’s incredible, the game has countless thousands of playtest hours, some of the most creative game designers in the world work for Wizards of the Coast, etc. There's even an entire genre of products out there specifically labelled as DnD gifts. Dungeons and Dragons is just that huge.


I haven’t met many people who don’t like DnD. There is some hype around the game, and it certainly benefits from brand name recognition. But there’s a reason that it’s the most played RPG out there. If you’re new to tabletop gaming, or just want one gamer’s honest DnD 5th edition reviews, you’ve come to the right place.


If you’re someone who doesn’t love DnD, head back to the “Best Tabletop RPGs of All Time” article There are plenty of great tabletop games out there that play very differently than DnD.

How Unique is DnD 5th Edition: (10/10)

DnD may not seem like a very unique game when compared to other tabletop or video game RPGs but that’s only because they created the gaming systems upon which almost every TTRPG and video game RPG is built.


Trust me, DnD is unique. That’s why it’s still around. Just look at 90% of the other TTRPGs on the market today. They all emulate Dungeons and Dragons in one way or another. It’s realistic to say that other tabletop RPGs are “like DnD but with a twist.” If anything, other games are less unique because they almost always use at least one major section of ideas from DnD.


How Easy is it to Learn DnD 5th Edition: (10/10)

DnD isn’t the easiest tabletop RPG to learn. But this is also where momentum comes in. There are so many people playing DnD on a regular basis that if you’re new to the game all you have to do is ask someone at your gaming table what to do in any given scenario, and someone will know the answer. You basically don’t even need to learn the game in order to play, so long as you have people to play with.


There are also so many cool things to learn and do in DnD that chances are high you’ll find something in the game that you really love in the game, you’ll get sucked in, and then you’ll end up studying on your own anyways so that you can do even more of what you love.


After a little while of study, you’ll thereby become another asset to your entire gaming group for bits of knowledge from which other new people can learn.


5th Edition Presentation: (10/10)

DnD sets the standard for tabletop RPG rulebook presentation and organization. The books are easy to read, engaging, and to-the-point. Wizards of the Coast presents top-notch writing, editing, graphic design, and placement of all gaming and instructional material.

The DnD 5th edition core rulebooks are indeed their own form of artwork.


If you aren’t familiar yet, by the way, you soon will be. DnD basically coined the term “d20,” which refers to a 20-sided dice. Having a full array of gaming dice is basically part of the fundamental DnD presentation. If you need dice, check out my article on the Best D&D Dice out there.

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DnD Lore: (10/10)

DnD has tons of lore. Expansions on core rulebooks, supplemental material, pre-made adventures, entire pre-made RPG campaigns, endless numbers of novels, videos, podcasts, video games, websites, maps, and entire books of lore. Really, there’s more lore to the various campaign worlds of DnD than you could probably ever play through.


Every campaign world in DnD has an immersive setting. Every town, NPC, magic item, and villain is available for you so that you don’t have to create your own stories if you don’t want to. Or alternatively, you can use existing lore as a foundation upon which to build your own gaming world.


Combat in DnD 5th Edition: (7/10)

Combat is one of the areas of DnD 5th edition that I don’t love. To be honest, I’ve never really loved DnD combat in any edition, and I do think there are other games out there that have better combat systems.


5th Edition is similar to 3.5 edition (yes, 3.5 edition). 4th Edition tried emulating video game combat, but I think did so pretty poorly. Where the game lies now is probably the best that combat in DnD has ever been. It’s just that DnD combat is not all that exciting to me, and it still feels like it lacks depth.


When I say that combat lacks depth, what I mean is that even with 5th edition, there’s a lot of “roll to hit,” then “roll for damage” going on. I wouldn’t consider a straightforward attack action on every turn a very tactical or in-depth game.


Also, not all classes are equal in combat, and there aren’t always a lot of unique things to do in combat too, depending on which class you play. I think that’s a bummer. Designers have gone a long way towards improving this problem, but it’s still true that wizards kill everything at high levels of play, and wizards have 10x more options than other classes (because of all their spells). Other classes make up for that with skill points and such, but to me that still doesn’t quite cut it.


Most classes do have unique attacks, powers, or spells. But if we’re comparing their repertoire to something like the attacks, powers, and spells available to classes in World of Warcraft or other top-tier video game RPGs, the classes in DnD are boring by comparison.


If you’re very creative as a player, you can always make up unique actions for your character to perform. But the game itself doesn’t provide a lot of interesting things to do beyond just attacking.


I do really like the advantage/ disadvantage mechanic in DnD 5th edition. It’s a nice improvement over previous editions that adds new dynamics to combat.


I will admit that I also love making full attack actions and rolling multiple attacks in a single round, spilling dice all over the table. At the end of the day though, DnD combat can become a grind. I attack the enemy. Enemy attacks me. My turn? Ok, I attack the enemy again… I simply wouldn’t want to do an entire gaming session in DnD that’s based on combat.


This isn’t a new critique – people have been saying it for years. Don’t get me wrong – there’s certainly drama combat in DnD, especially with a great dungeon master. But I just feel that battles in DnD lack something that keeps combat feeling fresh and engaging.


Game “Flow”: (10/10)

You don’t even need a great dungeon master for DnD to be a great game, and to get into the “flow” of the game. Even a totally new group can still have fun gaming.


For comparison, many TTRPGs do not have the same level of strength in this area. Many games have (overly-detailed) rules which can easily slow down the game. Many games are also heavily reliant upon the dungeon master (or game master) to keep the story running.

Granted, DnD groups do benefit from having a great dungeon master. It’s just that even new dungeon masters can make terrific games for their players because DnD is such a solid game system.


Also, there are plenty of great dungeon master tools for DnD available to help anyone who wishes to grow their skills as a dungeon master.

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DnD Artwork: (10/10)

Dungeons and Dragons has amazing artwork. I love the artwork in DnD. They set the standard for all other TTRPG artwork. If for any reason, you’re not familiar with the quality of artwork DnD provides, just check it out on any search engine.


The other great thing is that DnD has phenomenal artwork in everything they produce, from core rulebooks to supplemental material. Literally, the best artists in the gaming industry regularly complete work for Dungeons and Dragons.


Ease of Purchase: (10/10)

The Wizards of the Coast website looks great and is easy to navigate. Also, all DnD books are easily found on Amazon. Even if you know nothing about DnD (including what books to purchase) you can find that information without hardly any effort.

By the way, if you don’t know what to purchase, here you go:


  • Dungeons and Dragons 5th Edition Player’s Handbook (ideally, every player at the gaming table should have one)
  • Dungeons and Dragons 5th Edition Monster Manual (at least one person at the gaming table should have one)
  • Dungeons and Dragons 5th Edition Dungeon Master’s Guide (whoever is going to “lead” the gaming group should have one)


Also, if you’ve never used one, a DnD campaign planner can be a big help for any Dungeons and Dragons enthusiast.


Note that it’s also possible to play single player DnD if you have all of the core rulebooks.


Price & How Many Books Do You Need to Play: (8/10)

This is another downside of DnD. I will say though that it is in fact a small downside.


You’re looking at $150 for hardcover copies of the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual – all of which you need to play DnD. Wizards of the Coast for sure knows how to monetize their products.


The thing is though, the artwork, production value, game system, and legacy of Dungeons and Dragons are so great that the price they charge is perfectly reasonable.


The reason that the price really isn’t so bad, too, is that players can also share the cost of the DnD core rulebooks, if it’s a bit expensive for anyone at the table.


If you have a 5-person group, you’re looking at $30 each. It’s not the cheapest tabletop RPG on the market. But I do believe DnD delivers value for its price. And even at $150, DnD is still a hobby far less expensive than many.


Fame & Availability of Supplemental Material for DnD 5th Edition: (10/10)

No TTRPG is more famous than DnD, and no other game has as much supplemental material for literally endless gaming. You can find a DnD setting for virtually any kind of gaming experience you’d like.


There are official settings made by Wizards of the Coast, independent settings produced by a host of game designers and writers, and unofficial settings all over the internet that would be honored if you used their material.


Speaking of, check out my article on DnD quest ideas.


The bottom line is that you aren’t played Dungeons and Dragons on a regular basis, but you’d like to, you’ll have no problem at all finding a regular gaming group for an ongoing RPG campaign.


Dungeons and Dragons is Produced By:

Wizards of the Coast


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

A fantasy adventure advertisement for
By Jacob Tegtman April 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=z-Ut7R3J2m0 Transcription Lost megadungeons from Gary Gygax himself are hitting crowdfunding this week. This is unpublished content from the father of D&D that's been sitting in archives for decades. Plus, the community is reacting strongly to what this might mean for old-school gaming.  Welcome back to Eternity TTRPG - your go-to source for all things D&D and tabletop RPG news. Today we're diving into what might actually be the most significant piece of D&D history to surface in years. So here's the scoop that's got the “old school renaissance” community in a frenzy. The Gygax Trust has announced they're bringing previously unpublished megadungeons created by Gary Gygax to crowdfunding platforms. Now, before you ask "wait, didn't Gary pass away in 2008?" - yes, he did. But here's the thing that makes this absolutely incredible. These aren't reconstructions or "inspired by" content. These are actual, honest-to-Mordenkainen unpublished works that Gygax created but never got to release during his lifetime. Here’s what We're Actually Getting: According to the announcement, we're looking at multiple megadungeons that showcase Gygax's legendary dungeon design philosophy. And when I say megadungeons, I mean the real deal - we're talking about sprawling, multi-level complexes that could keep your party busy for literal years of gameplay. The Gygax Trust is being pretty tight-lipped about specific details, but they've confirmed these materials were found in Gary's personal archives. Think about that for a second - these are dungeons designed by the original dungeon master. They are effectively classic D&D dungeons... that were never released. Also, I will be putting links for these megadungeons in the video’s notes, so be sure to check there to back them and get your copies if you’re interested! And with this... Community Reaction Is Off The Charts The D&D OSR (old school renaissance) subreddit is absolutely exploding right now. One user posted: "This is like finding lost Beatles recordings. Gary's dungeon design was unmatched - geometric, deadly, but fair. If these are authentic Gygax creations, this could be the most important RPG release in decades." But it's not just the old school gamers who are getting excited. Even 5e players are recognizing the historical significance. Over on r/DnD, another user wrote: "Even if you never run OSR games, owning actual unpublished Gygax content is like having a piece of D&D's DNA. This is our hobby's history." Now, here's where it gets interesting from a business perspective. The Gygax Trust is going the crowdfunding route rather than partnering with Wizards of the Coast or another major publisher. This makes total sense when you think about it. Crowdfunding gives them complete creative control, and honestly - The OSR community has proven they'll throw serious money at quality old-school content. Just look at the success of campaigns like Rappan Athuk or Barrowmaze. Here’s What This could mean For The Hobby: These dungeons matter beyond just nostalgia. Gary Gygax wasn't just the co-creator of D&D - he was a master of dungeon ecology and design philosophy that modern game design still draws from. These megadungeons could provide incredible insight into how he approached long-form campaign design. We're talking about seeing the evolution of ideas that influenced everything from the Temple of Elemental Evil to modern 5e adventures. Plus, let's be real - in an era where a lot of published adventures hold your hand every step of the way, getting pure, unfiltered Gygax dungeon design could be exactly what some tables are craving. D&D has effectively – shall we say, lost its soul(?) – in recent decades. This represents a return to what D&D was at its core, from one of the gentlemen behind the game. There are some Questions with these adventures though, that Everyone's been Asking Of course, the community has concerns too. The big question is authenticity and presentation. How complete are these materials – that is, is there a reason they weren’t published to begin with? Will they be published as-is with Gary's original notes, or will they be "updated" for modern sensibilities? One user said: "I hope they preserve Gary's original voice and design philosophy, even if it means the content feels dated by today's standards. That's literally the point - we want to see how the master actually designed dungeons." So that's this week's big news! The return of Gary Gygax content through crowdfunding is honestly something I never thought we'd see. What do you think? Are you excited for authentic Gygax megadungeons, or do you think some things should stay in the past? Drop your thoughts in the comments below. If this video got you hyped for some classic dungeon crawling, smash that like button and subscribe for more TTRPG news every week. I’m certain these will be some dungeons that I’ll be covering in the future, once they’re available. Until next time, keep those dice rolling!
A high-angle shot of a crowded Gen Con event
By Jacob Tegtman April 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OvxI1GXJerE Transcription Dungeons & Dragons is finally returning to the convention that made it famous… Well, to be clear – D&D has been at Gen Con. It’s just, they haven’t really had much of a presence there in recent times, have they? Even small indie games have had substantially larger booth space than D&D, which I saw last year basically tucked into a back part of the convention, with pretty much only like a 20ft by 10ft space, or so. If even that, to be honest.  And, I don’t know for sure if D&D hosted many events even at Gen Con while we were there last year. Maybe a few intro games? But if I had to guess, I would’ve said that third parties may have run more games of D&D than Wizards of the Coast D&D actually did. But, after years of near silence… Wizards of the Coast is planning to go all-in on Gen Con again. The real question is—why now? We’ve seen a lot of relatively big moves from D&D recently, back towards its roots. So, what could this move mean for the future of D&D? Welcome back to Eternity TTRPG—your go-to news channel for all things D&D and tabletop roleplaying. Today we’re diving into some pretty cool news, hopefully a big positive for the direction of D&D: Wizards of the Coast is officially heading back to Gen Con with D&D in a big way. And honestly… it’s kind of a full-circle moment. Let’s rewind for a second, because – as I’m sure you know – Gen Con isn’t just any convention. Gen Con was founded back in 1968 by Gary Gygax, which to be honest, I didn’t know prior to researching for this video. If you aren’t aware, Gen Con is now the largest convention for tabletop gaming, I believe in the world. It pretty much takes over Indianapolis for, what I can confidently agree, is probably indeed the best 4-days of gaming each year. At the time they started Gen Con, it was just a small gathering of wargaming fans in Wisconsin. But in 1974… Gygax and Dave Arneson released Dungeons & Dragons. And, of course, Gen Con became ground zero for spreading the game. People would attend… pick up a copy… and bring it back to their hometowns. That’s how D&D went viral—before the internet even existed. It turns out, hanging out with cool people in person and telling them about cool things – in person – was the OG way to go viral. Go figure! So, fast forward a few decades… Gen Con became the D&D event, and the tabletop gaming event. We’re talking massive tournaments, huge reveals… Even a life-sized castle built on the convention floor. Yeah. That actually happened. But then something changed. In recent years, Wizards of the Coast has been… mostly absent. No big booths. No major announcements. Just a quiet, minimal presence—if anything at all. I can tell you, seeing them last year, like I mentioned, was not only unimpressive... it was actually even a bit sad. I remember thinking like, “why are you guys even here? Why bother with a booth like this, it just makes D&D look bad.” And other fans have definitely noticed, as well. At this point, you might be wondering: why did D&D pull away from Gen Con, anyways? Well, a few key things: First—vision. Wizards started treating D&D less like a game… and more like a global entertainment brand. You’ve seen the somewhat recent movie, and then they’re pushing hard towards digital tools now, trying to make D&D more of a money-making tool, and truthfully, less like the D&D we all grew up with. Second—control. Instead of third-party events like Gen Con, Wizards of the Coast has focused more on their own events. Things like MagicCon – for Magic: the Gathering. And third—cost. Giant booths and live events are expensive, and brand-awareness is not the same as actual sales. In the past, the cost of large-scale live events like Gen Con was a no-brainer investment for D&D. However, with D&D moving towards online income, live spaces didn’t fit the online vision as much. So, for years… Gen Con became more of a community-run D&D space rather than an official one. But now—that’s changing. Wizards vice president recently confirmed that Gen Con is about to become a major part of D&D again. Starting this year: Annual D&D product roadmaps will be revealed at Gen Con They’ll have more organized play events And there will be more direct and “official” community engagement Like so many of the things Wizards of the Coast is doing to push live community spaces for D&D again, this could be a big deal – but it will depend on how well Wizards follows through. Still though, this is the first time in years that Wizards is showing up where the players are. And this could be a great sign for the game. With all of this in mind, we now finally come to the question: “why is this happening now?” There are a few clues. First—D&D has lost major momentum in the TTRPG space, let’s be real. Wizards is, perhaps, finally recognizing the loss of their community, and is trying to reconnect with the people who built the community to begin with. We’ve seen: The return of classic settings – which is ok. I’d rather see – as one recent viewer put it – new stuff. Done in the classic way, but some actual new content would be x1,000 times better. And they are creating new seasonal content, with a return to D&D modules and “official” weekly play at local gaming stores. Second… Let’s talk about the elephant in the room. The OGL controversy. You may remember: The Open Gaming License controversy, when Wizards of the Coast tried to change D&D’s open license in a way that would restrict creators and potentially take a cut of their earnings—sparking massive backlash and boycott calls from the community. That moment seriously damaged trust with fans. And while things have cooled down… This Gen Con push feels like a very intentional move to rebuild goodwill. Because if you want to win back hardcore players—You show up at Gen Con. That’s all there is to it. Show up, and make it fucking awesome. Make your audience actually want to play D&D again. For a lot of fans, D&D skipping Gen Con has felt… weird. It’s the place where the fire started. It’s been the biggest name in tabletop ghosting the biggest tabletop event in the world, in favor of creating online subscription models that very few people actually want. But now? This feels like a return to D&D’s roots. A reconnection with the community that built the game’s legacy in the first place. So the real question is—Is this just good PR… Or the start of a new era for D&D? What do you think? Drop your thoughts in the comments. And if you enjoyed this coverage, don’t forget to like, subscribe, and roll for initiative on the next video. See you next time!
Map of the Tomb of Horrors dungeon on aged parchment
By Jacob Tegtman April 2, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1r1xrclddMg Transcription A piece of classic D&D is coming back… but just not in the way you’re probably expecting.  Wizards of the Coast just announced something that could completely change how many people play D&D—short, fast, old-school adventures are officially returning. And yeah… I don’t think it’s an exaggeration to say that – as so often, depending how well Wizards of the Coast can execute this – this might actually be the biggest shift in D&D storytelling in years. Welcome back to Eternity TTRPG—your go-to party member for all things Dungeons & Dragons. Today we’re breaking down the return of adventure modules, what they are, why they disappeared, and whether this is actually genius… or just another attempt at recovering a piece of D&D that’s already forever sailed away. So this all dropped at Gary Con in Wisconsin, which was March 19-22 nd , just a couple weeks ago. That’s where the VP of D&D, confirmed that modules are coming back. If you’ve only played modern D&D, where campaign books are pretty lengthy and involved, this might not sound like a big deal. But it kind of is a big deal because this isn’t just a new product… it’s a return to D&D’s roots. If you aren’t familiar though, you may be wondering – what even is a module. Back in the early days of D&D, adventures weren’t the massive 300-page books we often see now. They were short, self-contained stories. Think quick, punchy adventures you could finish in a session, or a few sessions. They’re basically the ancestors of modern one-shots. These official D&D modules, which many people absolutely loved, were: Compact Easy to run And perfect for drop-in play, for someone who was a more casual gamer, or for someone visiting, etc. But when 3rd Edition rolled around, D&D itself changed. The game shifted toward long-term campaigns, deeper character progression, and structured storytelling—and short, standalone modules just didn’t fit that vision anymore. This brings up a whole order of interesting topics, but in older D&D (like Basic and Advanced D&D), the game assumed: That you’d jump between adventures Characters might not persist long-term – character death was super common, and almost even encouraged And the game world was only loosely connected Modules fit that style of play perfectly, where you can do a quick story that is compelling, engaging, and action-packed, but doesn’t necessarily try to stretch that narrative further into a larger context. 3rd Edition D&D, however, introduced: Strong character progression systems Feats, skills, and long-term character builds And most importantly, a focus on ongoing story arcs Suddenly, D&D became about one continuous campaign , not disconnected adventures. So instead of a: “here’s a dungeon for the weekend” vibe, the design officially shifted to: “Here’s a story that takes your party from level 1 to 15.” It’s also worth mentioning that with 3rd Edition, Wizards of the Coast introduced the Open Game License . This license meant: That third-party creators could make adventures freely Which inevitably led to the market becoming flooded with small modules. So, Wizards of the Coast didn’t need to focus on short adventures anymore. Instead, they could focus on: Big flagship campaigns that had a longer shelf life, and felt like “premium products” With lengthier and more involved Core rulebooks While letting the community handle smaller content. To summarize the history, D&D once offered “official” short, adventure modules. That module model shifted towards third-party creators with the advent of 3 rd edition. And now, 26-years later, third parties are still creating modules, but we’re also making a return to “official” D&D modules. Moving forward, the big question is: what’s different this time? According to D&D, these new modules will tie into something called D&D Seasons, which we’re already getting a taste of now. Think of themed content sets that last 3–4 months. The idea is basically what Magic: The Gathering does with Card release sets. Every 3months, they roll out a new set, where players can access new content. In this case, with D&D, it’ll be a new module, or new modules, based around the current set’s theme. Examples could include what we’re seeing with D&D Seasons for 2026, which will each be three-month series: starting with the Season of Horror followed by the Season of Magic And then finally into the Season of Champions with this year’s last quarter. These modules will also connect to organized play programs—in-store sessions of quick weekly games, for those local gaming stores that want to host these kind of events. Overall, D&D is aiming for: · Faster games available to more people (meaning like 1-2hr adventures, rather than the 3-4hr sessions many longtime players often get into, with their friends) · Easier prep for DMs · And more accessible D&D overall We don’t know yet if these will be physical books… or digital-only releases on D&D Beyond. My guess is there will be both available. Modern D&D campaigns are a big commitment. Oftentimes you’re talking months… sometimes years. And I love that, personally. Probably, anyone who’s ever been part of a long-term successful campaign, does love that style of play. However, I think we can all agree that not all campaigns make it very far, at all. I’ve heard the average number of sessions for most campaigns is 7-usually before they fall apart because of scheduling conflicts, lack of player interest, etc. So, modules are intended to flip the current long-term D&D campaign dynamic, not by replacing them, but by giving players another choice. Modules aim to be: Easier for new players to get into D&D, Create less pressure on DMs/ less requirement for preparing a long-term campaign And provide alternatives of play that could be perfect for people with busy schedules This might be what the D&D community needs right now. At the end of the day, these modules coming out will essentially be one-shot sessions that D&D provides for anyone who’s interested. My take is that Wizards of the Coast has made some tremendous mistakes with D&D. However, I do think that an attempted return to D&D roots is move that makes a lot of sense. The real test will be in the execution. If Wizards can make this new generation of D&D modules feel fresh and meaningful—then they may be onto something. If, however, they feel like recycled content with a new label… Players will notice, and probably resent the effort a little bit. I’m just saying, we don’t need more content on Strahd, Tomb of Horrors, and many other adventures Wizards has been putting out. I’ve been playing those adventures since the original modules and content on them. Personally, I’d be looking for something new, and that means Wizards of the Coast would have to get creative and take some content risks. Which... is something big companies don’t often like to do. That’s why we see so many remakes of movies, rather than exploring new ideas. Corporations often prefer “safe money” over true art. But, what do you think? Are you looking forward to trying these new modules… or will you stick with longer campaigns? And do you think D&D will create some awesome new concepts, or try to rehash the same adventures people have been playing for years, in hopes of relying on past success? Drop your thoughts in the comments. And if you want more D&D news, updates, and tools to make your games smoother and more enjoyable—hit that like button and subscribe. I’ll see you guys in the next one.
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