Category Archives: D&D

In Theory: D&D 6th edition in 2027?

There is absolutely no debate that 5th edition Dungeons and Dragons, released in 2014, was a runaway hit. It did not just do well. It did not quietly succeed. It kicked in the tavern door, rolled a natural 20 on persuasion, and walked out with the entire hobby under its arm.

Now, yes, those of us with a few decades of dice scars may have a list of complaints. We have opinions. We have feelings. We have binders. But even the grumpiest old school gamer has to admit that 5e was a phenomenon. The numbers do not lie. The dragon was awake again.

There are many reasons for this success, but the big three are as clear as a freshly laminated character sheet.

First, 5e was a course correction. After the bold, shiny, heavily gamified experiment of 4th edition, Wizards of the Coast gently steered the ship back toward something that felt like classic D&D. Not a full retreat. Not a full reboot. More like returning home after a semester abroad with some new ideas and a slightly different haircut. It felt familiar again. That mattered.

What D&D should look like, what it should feel like, and in general what it should be mechanically has been debated for as long as the game has existed. There is, however, one universal thing that I think everyone can agree on, which is that it should be fun. And fun is the most subjective and incurably based on personal taste. You cannot create a game that everyone will love, but 5e came pretty damn close.

Second, Dungeons and Dragons escaped the basement and walked onto the stage. Thanks to groups like Critical Role and other streaming pioneers, playing D&D became entertainment. People were not just rolling dice. They were performing. They were voice acting. They were crying on camera. At one point, it was entirely possible that more people were watching D&D than actually playing it. Somewhere, Gary Gygax probably raised an eyebrow.

Third, Wizards of the Coast embraced the digital age instead of pretending it was a passing fad at the perfect time. The pandemic hit, and we were all trapped in our houses, and playing D&D online swung the door open. Unearthed Arcana gave players a peek behind the curtain. DnD Beyond made character creation less of a paper management mini-game. The DM Guild let aspiring designers throw their ideas into the wild (myself included), and the age of VTT’s blossomed. The game was not just something you bought in a bookstore anymore. It was something you interacted with online, argued about, homebrewed, and refreshed your browser for.

All of this helped, of course. But there was one more crucial factor.

The game was fun again. I know many people in the old school space hated it, but I think a lot of that hate comes from a general hate of change and is pretty misguided and mostly an assessment offered by a group of people that never even tried it.

Not exactly the same fun as the red box days, I get it. Not quite the ruthless, unforgiving dungeon crawls of our youth. But it hit a sweet spot with a wide audience. It welcomed new players without demanding they memorize a rulebook the size of a small nation’s tax code. At the same time, it did not completely exile the veterans to the wilderness.

I played it. I still play it from time to time. It is not perfect. It is not sacred. But it is, undeniably, a good time. And sometimes that is all a game really needs to be.

Gender Politics and Woke Agenda

All right. Deep breath. Let us wade into the dragon’s lair.

At some point, about two-thirds of the way through the 2014 edition’s ten-year reign, the world outside the hobby started changing at a rather brisk pace. Culture wars went from being something discussed on late-night talk shows to something that seemed to leak into every possible corner of entertainment. Television, movies, comics, novels, blockbuster franchises with laser swords and capes, nothing felt untouched.

Dungeons and Dragons did not exist in a vacuum. It never has. And eventually, Wizards of the Coast made it clear that they were going to plant a flag. The company leaned into contemporary social themes and made an effort to reflect modern values directly in the game’s language, art, and presentation. From their perspective, this was not reckless. It was responsible. It was being on the right side of history. It was aligning the brand with the audience they believed would carry it forward.

On paper, that sounds perfectly reasonable. No company wants to look outdated or hostile to its audience. The problem, as many entertainment giants have discovered over the past decade, is that audiences are rarely as unified as marketing departments hope they are.

Large franchises such as Star Wars and Marvel have had very public struggles navigating this terrain. For some fans, changes feel refreshing and overdue. For most, they feel intrusive, even if you support the ideology and purpose behind them. The result is often less a calm evolution and more a noisy food fight on the internet. And once the food starts flying, it tends to splatter everywhere, bumping against the bottom line.

Going woke with shows like Acolyte has cost Disney millions, but they are perfectly capable of creating insanely successful shows like Andor that stay away from political messaging and just let themselves be awesome. At some point, you have to pick. Do you want to make money or do you want to be political?

By the time D&D’s fiftieth anniversary update arrived in late 2024 and early 2025, rebranding the system as the 2024 edition of Dungeons and Dragons, tensions were already simmering in the wider culture; people were frankly kind of sick of the fight. The DEI and Tumblr warriors who never actually played D&D to begin with were gone, and the only people remaining were fans of the game, not so much the politics. The new core books sold quickly at launch. Wizards of the Coast proudly announced record breaking performance. Critics, however, have not been kind to these books. As is often the case, the marketing headlines were louder than the spreadsheets.

The reception itself felt different from 2014. The original 5th edition was greeted with near universal enthusiasm. The 2024 refresh, while mechanically very similar at its core, received a far more mixed response. Some players praised clarifications and refinements. Others felt uneasy about tonal shifts in the writing and presentation. The game had become very…preachy, as did the company running the franchise.

Then vs. now. How far the mighty have fallen. I understand that this is a bit out of context, a comparison designed to create outrage. My point is that the image on the left is indisputably Dungeons and Dragons, through and through. The one on the right is a parody and has nothing to do with Dungeons and Dragons at all. Period.

One of the loudest points of friction centered on the game’s language around ancestry, identity, and morality. Longstanding fantasy concepts were reexamined. Half-race people were reframed or removed. Traditional assumptions about inherently evil creatures were softened or rewritten. Orcs were no longer automatically villains. The language around alignment and culture became more cautious, more nuanced. Real-world politics and political positions were infused into the game on every page, in the words, in the design, in the art.

For some players, this was overdue housekeeping. For others, it felt like an overcorrection. They did not come to the table looking for a seminar on modern ethics, especially by the end of 2024, at a time that we had already endured so much infiltration of politics into our hobbies and entertainment. They wanted dragons, dungeons, and that escapist feeling at the table that D&D had provided for decades. They were looking for familiarity, the comfort food that is D&D. Instead, D&D like so many franchises, was weaponized to push a political agenda.

The art direction also shifted in tone. Where older editions leaned into grim and gritty sword and sorcery, the newer books embraced a brighter, more inclusive aesthetic. To supporters, this was welcomed creativity and inclusivity. To detractors, it felt sanitized or didactic. The debate was less about rules and more about vibe. The message of the book was not about Dungeons and Dragons and fantasy, but about the real-world culture war being waged in the pages of our games, splashing its way into yet another beloved hobby.

I’m not saying this is bad art; it very clearly is done by a very talented person who has a flair for color and style, but if these images did not appear in a D&D book, no one would mistake them for representing D&D worlds and settings. It’s art that belongs in a different game. In what setting do bards dress like rock stars and play an electric base?

And that is the thing. Mechanically, the 2024 edition is still 5th edition at heart. Advantage still exists. Armor class still matters. Fireball is still fireball. But tone is powerful. Presentation shapes perception. When fans are already fatigued from broader culture battles in other franchises, even subtle changes can feel amplified.

Meanwhile, corporate realities marched on. There were reports of layoffs within the broader Hasbro structure. Longtime contributors departed. Ambitious digital initiatives such as the planned virtual tabletop platform known as Project Sigil struggled to find a stable footing and collapsed, and there was a complete lack of any evidence of the game’s success, with plenty of proof to the contrary. For a brand publicly celebrating success, the surrounding news cycle felt oddly turbulent and out of tune with the messaging. This continues to this day.

Now rumors swirl, as they always do in this hobby. Whispers of a sixth edition drift through forums and video essays. Wizards of the Coast remains largely quiet, which of course only fuels speculation further. Silence, in the internet age, is rarely interpreted as calm confidence.

In the end, what we are witnessing may be less a moral apocalypse and more a growing pain. Dungeons and Dragons has survived moral panics, edition wars, satanic scares, and rulebook bloat thick enough to stun a troll. It is unlikely to be slain by a paragraph about orcs.

But it is fair to say this: the 2024 era feels different. Not necessarily doomed. Not necessarily triumphant. Just… contested.

Rumors have now begun, from claimed leaks coming out of Wizards of the Coasts to speculation, the question everyone is asking. Is 2024 ok? And if not, what is the next move?

My Theory

My theory is fairly simple, and possibly completely wrong, which of course makes it perfect for the internet.

The RPG industry is nimble. It always has been. It is powered by small publishers, independent designers, artists in spare bedrooms, and creators who can pivot faster than a rogue dodging an opportunity attack. If the cultural winds shift, they adjust. If players want grittier rules, lighter rules, stranger settings, someone will test it, publish it, and move on before the ink dries.

Wizards of the Coast does not move like that. It never has, and TSR did not either in its prime. When you are part of a large corporate machine, you carry weight. Layers of approval. Strategy decks. Risk assessments. Brand alignment meetings where phrases like cross vertical synergy are spoken without irony. By the time a plan is approved and executed, the rest of the hobby may already have experimented, adapted, and moved on.

Being big has advantages. Massive distribution. Deep pockets. Marketing reach that indie designers would trade a legendary artifact for. But size comes with inertia. In a fast-changing cultural climate, inertia can look like tone deafness even when the intent is good.

Add to that monster-sized echo chamber in which Wizards of the Coast lives. When your interviews are conducted by your own employees, when messaging is tightly controlled, and every word goes through sensitivity experts, when the loudest feedback comes from the most vocal online minority, like the utterly incoherent and completetly diluisional DnD Beyond forum community and its moderators, you risk mistaking noise for consensus. In the 2024 update, once a direction was chosen, it was embraced completely. The tone was deliberate. The messaging is unified. If this were a space opera, someone quietly said execute order sixty-six, and the creative trajectory was locked in.

Here is the nuance that gets lost in the shouting.

The fan base does want inclusivity. We want diversity. We want talented creators from every background imaginable making incredible games. Kelsey Dionne is a great example. A married lesbian designer whose work on Shadowdark won awards across the hobby. People did not buy Shadowdark because of her identity or the infusion of a political agenda in her book. They bought it because it is a sharp, confident, well-designed game that understands dungeon crawling at its core. She understood that the people who cry war over political issues and the audience who buy RPGs are not the same people. The awards and accolades came from D&D fans and were earned through craftsmanship, not activism. She was not given any credit from the so-called woke left because she refused to play their game. It was D&D fans who stood by her side and helped promote her work; she succeeded on merit, not bullshit.

I could go anywhere in the world, show any random person this image, and ask them where it’s from, and everyone will say “D&D”. This is Dungeons and Dragons art; everyone knows this. It’s a universal style, an understood cultural identity.

That is the distinction. You do not have to signal virtue. You have to be virtuous in your craft.

Most players are not asking for fantasy worlds that feel like corporate retreats. They want danger. Moral tension. Villains who are actually villainous. They want to feel heroic precisely because the world is not safe and tidy. They want that in the writing, in the mechanics and in the art of the games they play.

The mistake, in my view, is assuming that a diverse audience requires a softened fantasy. Being part of a minority group does not mean you want your dragon-slaying adventure to turn into a polite seminar with emotional affirmation circles fueled by sensitivity training. People of every identity enjoy sharp stories, dark themes, high stakes, and gritty art. To assume otherwise feels patronizing, even insulting.

What we are seeing feels like overcorrection. As if the brand is attempting to atone for decades of perceived sins by turning the dial all the way in the opposite direction. The irony is that when everything is curated to signal virtue, it can start to feel less diverse rather than more. Narrow in a different way.

There is indisputable proof that Wizards of the Coast is perfectly capable of capturing the theme, mood, settings and style of D&D in art in spectacular fashion, as proof in this amazing image from the 2024 5e book. Adding shitty art not representative of the name Dungeons and Dragons was done intentionally.

Dungeons and Dragons claims to be for everyone. But when the aesthetic and tone begin to feel targeted toward a very specific cultural slice, some longtime players inevitably feel sidelined. Representation is healthy. It was handled well in 2014. Strong female characters. Diverse heroes. Expanded visibility. It felt organic. It still felt like D&D.

The 2024 edition, by contrast, feels different to many players. Not because representation exists, but because the tone feels self-conscious. As if every page is glancing over its shoulder, worried about offending someone. That nervous energy seeps into the reading experience and to the table.

Most players, regardless of background, simply want great games. Bold settings. Mechanics that sing. Adventures that make them feel clever, powerful, terrified, and triumphant. They expect the game to avoid lazy stereotypes and actual bigotry. That is baseline. But they do not want every paragraph to feel like a position in a cultural debate.

But of course I’m talking about players, not social justice warriors, not the Tumblr echo chambers, not this violent vocal minority who doesn’t give a shit about Dungeons and Dragons, they just want to win an internet fight and see yet another franchise created by middle-aged white men burned to the ground.

We get it, Gygax was a racist and a misogynist, but he has not been part of D&D for nearly 40 years, and he is also dead and buried. Shut the fuck up and let it go!

Look again at Shadowdark. It trusts the audience. It leans into classic fantasy energy with confidence. It focuses on play. It feels like it is speaking from love of the hobby rather than from a corporate messaging strategy, and it does not misstep and offend reasonable people. It’s just a great game; it has let go of all the bad old legacy of D&D and embraced everything that is amazing about this hobby and this game.

I suspect this tension has not gone unnoticed inside Wizards of the Coast. Across entertainment, companies that leaned too heavily into overt cultural messaging have faced financial turbulence and consequences. Executives notice patterns. Quiet meetings happen. Words like recalibration and brand realignment start circulating.

The long silence since the 2024 edition launched, combined with persistent rumors of a sixth edition, suggests something is brewing. Maybe it is a simple iteration. Maybe it is something bigger.

Dungeons and Dragons has reinvented itself before. It will again. The real question is not whether change is coming. It is whether Wizards of the Coast recognizes that one may be needed and understands where they are failing.

What 6th Edition Should Look Like

What should 6th edition actually look like?

If the rumors are true and a new edition is on the horizon, my hope is simple. Not louder. Not shinier. Not wrapped in corporate buzzwords. Just better.

Right now the wider RPG scene feels alive. Designers are experimenting. Small teams are taking risks. Books feel focused and confident. They feel like they are trying to make great games, not press releases disguised as rulebooks. If 6th edition is coming, it should study that energy very carefully.

The biggest shift I want to see is a return to trust.

Trust the audience.

Trust that players can separate fantasy from reality. Trust that they can handle complex themes without a warning label every other page. Trust that diversity at the table does not require constant commentary from the publisher. If you hire talented, diverse creators, their voices will naturally shape the game. You do not need to underline it in red ink on every spread.

Focus on design. Focus on writing that crackles with adventure. Focus on fantasy that feels dangerous, mythic, and larger than life. Dungeons and Dragons is not a public policy document. It is not a corporate confession booth. It is a game about impossible heroes standing against impossible odds.

Yes, the hobby has a past. Many of us were there. We remember the rough edges. The jokes that aged poorly. The blind spots. Acknowledging that and doing better is healthy. But doing better does not require swinging so far in the other direction that the game loses its teeth. Growth is not the same thing as overcorrection.

Look at what Kelsey Dionne accomplished with Shadowdark. The inclusivity exists because she exists. It is part of the creative DNA of the project. It does not need a spotlight or a speech. It simply sits alongside tight mechanics and a clear love of dungeon crawling.

That is the model.

The best way to be inclusive is not to sand down every sharp corner. It is to welcome everyone to the table and then give them something awesome to play. Let the diversity of creators and players shape the culture organically. Corporations are in the business of making products. That is fine. Just make a great one. If you give players a compelling reason to buy your book, they will.

Above all, trust your audience.

We do not need moral instruction in every chapter. We do not need dragons reframed as misunderstood metaphors for modern anxieties. We need perilous ruins. We need villains worth hating. We need magic that feels powerful and a little dangerous. We need victories that feel earned.

We need dungeons.

And dragons.