Wizards of the Coast is providing teaser videos, giving out advance text or even whole print copies to various influencers, who then go on to make their own videos. Speaking as someone who started playing in the mid 80s, I’d suggest people keep a few things in mind.
- If you’ve been having fun with the version of the game you’re currently playing, there’s no rush to get the new version, or to adopt it once you have it.
- If you haven’t been having a good time with the current version of the game, there still isn’t a big rush to get the new version. Everything we saw previewed in the playtests was fairly conservative in terms of design – changes more on par with the transition from 1st edition to 2nd edition than from 2nd to 3rd, or even from 3rd to 3.5 – which means the significant restructuring needed to deal with most people’s more serious issues probably isn’t in the cards.
- Need something a little more concrete? Consider all the talk about the lack of DMs for 5e. Now consider that all of the playtest material we saw was player-facing; there were literally no changes in them to give us a reason to believe the burden on existing DMs will be lessened, or that the path to creating new DMs will be improved. Similarly, the player-facing changes showed little interest in providing lower-complexity play options – feats were assumed to be mandatory and a significant part of even character creation. We haven’t been given any reason to believe the new version will do anything significant to accommodate people who it was previously pushing away.
- The talk of backward compatibility – the ability to keep using your old characters with the new version – is designer optimism at best. They don’t know how you’re playing the game because it’s almost impossible for them to figure out how the broader player base is even understanding their rules texts; that’s one of the problems with keeping things secret up to the moment of release. Go ahead and be hopeful it works out, but don’t be surprised if you need to rebuild your characters under the new system to have them work right.
- Sometimes the best thing a new version of the game gives you are things you can steal and bring back to an older version, or inspiration for other ways you might handle things. Or even just insight into design patterns you hate!
- Nobody’s analysis of the game text is the final word at this stage. Nobody’s. A lot of the online discussion like the story of the blind men and the elephant, with trying to extrapolate the whole of the situation from the tiny part they can perceive. But even the people who have access to the complete text of the rules don’t know how all this stuff is actually going to work when it hits the larger player base, at least partly because that’s the first time the whole thing will get a real playtest done at scale – across millions of players and months of play. Before then it’s all guesses, and the more gets changed in a new version, the more likely those guesses will be off the mark.
- All you can get for a few months to the better part of a year is speculation and a sense of discontent with what you already have. That’s the product of marketing, after all – unfulfilled desire. It’s probably better not to engage with all that if your goal is to enjoy gaming.
