Fifth Edition: Thoughts, Part I
I've had a lot of opportunity lately to talk about my gripes with Fifth Edition Dungeons & Dragons, especially since the RPG community has been abuzz about Daggerheart. The child of Critical Role's enormous success, the game seeks to capitalize on the familiarity of 5e and the narrative engines of games better suited to their playstyle - a combination that I firmly think does not work. But my issues with Daggerheart are a separate topic - for now, I'd like to focus on my core criticism of D&D 5e. Simply put, the game does not have a mechanical identity, only a brand identity. The success of 5e is beyond dispute; the announcement plastered on every book that it is the "World's Greatest Roleplaying Game" is unquestionably true in terms of market share, brand recognition, public awareness, and the very fact that "Dungeons and Dragons" is a genercization of the genre. This success comes partially from a successful marketing campaign, partially f