This year’s 4th Edition Extravaganza seminar, led by Bill Slavicsek, R&D Director for D&D, presented the forthcoming releases for this year and well into the next. Curious about what’s in store for 4th Edition? About the next campaign setting? If you couldn’t attend Gen Con this year, no worries -- we’ve got you covered! Here’s what you can expect from within the halls of Wizards of the Coast:
Running Through 2009
In terms of sourcebooks, what can you anticipate for the rest of the year? 2009 has been the Year of the 2’s, with Player's Handbook 2 and Monster Manual 2 already released. Adventurer’s Vault 2 releases next, this August (days away, in fact), followed by the Dungeon Master’s Guide 2 in September -- at the third of our Worldwide D&D Game Days taking place this year.
Also in September, there'll be the paragon tier, super-adventure Revenge of the Giants, plus the Dragon Annual compiling material from D&D Insider's Dragon Magazine.
Looking through the rest of 2009, October’s Primal Power brings new options for your barbarians, druids, shamans, and wardens; and E3 Prince of Undeath gives you a chance at the end of this epic tier adventure series to face Orcus himself! The Year of 2’s then continues in November with Draconomicon 2: Metallic Dragons. Finally, in December you'll be able to visit The Plane Below, allowing your players to brave the very Elemental Chaos.
Beyond the Sourcebooks
2009 also brings the next in the new D&D Miniatures line-up, with Legendary Evils releasing later this month (and on display at Gen Con), featuring 8 visible and 32 random monster minis. Savage Encounters then follows in November.
In novels, the second book in Bruce Cordell’s Abolethic Sovereignty series comes out this September: City of Torment, set in the Forgotten Realms. Eberron fans can find Keith Baker’s Son of Khyber this November. For younger readers, look for A Practical Guide to Vampires (August), and later on Shadowmask from R.A. and Geno Salvatore, the second book in their Stone of Tymora series. Plus, The Ghost King concludes the Transitions trilogy from R.A. Salvatore this October!
An Early Look at 2010
Those of you familiar with our online catalog have at least heard mention of the above titles, but what's in store for 2010?
January starts off with 4th Edition's exploration of the Underdark, as well as a new player-focused product, a 32-page book dedicated to playing dragonborn (with the next such book coming in June, for playing tieflings). Later in the year, DMs can expect location-focused books: 32 pages along with a poster map, suitable for dropping into any campaign. The first of these will be Hammerfast, spotlighting a dwarven town, and Vor Rukoth, an ancient (and quite possibly haunted) ruin.
If 2009 was the Year of 2's, then 2010 is the Year of 3's. March features Player's Handbook 3, bringing back psionics to 4th Edition. Monster Manual 3 follows in April and Dungeon Master's Guide 3 (including advice on epic-level play) in September.
Other sourcebooks for 2010 include Martial Power 2 in February, bringing further options for your fighters, rangers, rogues, and warlords. In April, The Plane Above takes players to the Astral Sea.
Looking at the summer months, June brings the Player's Strategy Guide, akin to a computer strategy guide but for Dungeons & Dragons. It offers up advice for building the best possible player character from the options available (including tips and tricks for using D&D Insider's tools) and better fitting them into your party. July sees the Demonomicon as well as the next super-adventure following Against the Giants: 4th Edition's Tomb of Horrors!
Even Further Beyond the Sourcebooks
There were also a few more reveals for 2010 beyond the sourcebooks listed above. While October 2009 brings the next Dungeon Tiles set, Sinister Woods, March 2010 features Harrowing Halls -- our first tile set with 3D pieces, including stairs and platforms! In June, the Dungeon Tile Master Set comes out: 10 tiles in a box suitable for carrying what you need to your next session, but the box's lid and back also serve as playable pieces!
And then there are the games! In February, Three-Dragon Ante: Emperors Gambit functions as both an expansion to the original Three-Dragon Ante as well as a standalone card game. Also in February, look for the release of D&D Heroscape. In August, the Castle Ravenloft boardgame debuts -- a high-end, cooperative play game.
The Next 4E Campaign Setting
And finally (or for those of you scrolling down to the bottom!), Bill announced the next campaign setting for 4th Edition Dungeons & Dragons:
Created by popular demand, this requested setting was saved specifically for now in 4th Edition, and will also feature new novels set in the world of Athas. As a follow-up to the initial announcement, we spoke with R&D's James Wyatt regarding the release of Dark Sun.
Wizards of the Coast: Let's start with the basics. Can you tell us about the process for determining this next campaign setting? What niche were you looking to fill, how were various settings nominated and critiqued, and what ultimately led you to Dark Sun?
James Wyatt: With Bill Slavicsek as the head of the department and Rich Baker as one of our senior designers, there was really not a lot of question about whether we’d do Dark Sun, just a question of when. Both Bill and Rich worked on Dark Sun among their very first projects at TSR back in the days of 2nd Edition A D&D, and both of them have been eager to revive the setting for years.
I think what made 2010 the right time for Dark Sun was a combination of factors. First, it’s going to utterly rock under the 4th Edition rules. Under 2nd Edition, Dark Sun was all about a grittier, action-packed feeling in a dark and dangerous world, and that’s going to map really well to the new edition and the baseline assumptions about the world. Second, one of the factors we've looked at in planning our settings is the degree to which a setting strays from the standard D&D medieval fantasy feel. Forgotten Realms, Greyhawk, Dragonlance, Mystara -- those are all pretty close to baseline fantasy. Eberron strays only a little farther afield, with its pseudo-technological elements (airships, warforged, lightning rail). Dark Sun is something very different, and we felt it was time to show the breadth of what’s possible in the game, just what a broad swathe D&D’s kind of fantasy can cover.
Wizards of the Coast: For those players who may never have played Dark Sun in its earlier inception, can you give us a rundown of this world? How would you describe Dark Sun encapsulated, and what sets it uniquely apart from other settings?
Dark Sun is a sort of post-apocalyptic fantasy, a world that’s been blasted and ravaged by out-of-control magic. The arcane magic of the world draws its power from the life force of things around it, and if it’s not wielded carefully, it can transform nearby plant life into ash and drain other living creatures of their vitality. That’s why the world is a desert, its civilizations concentrated in a handful of city-states ruled by evil sorcerer-kings and its wilderness haunted by marauding nomadic bands.
The gods of the setting are absent or dead, replaced by elemental spirits tied to the ancient primordials. Shamans and other primal characters draw on the forces of sun, sand, wind, and precious rain. Wizards practice their magic in secret or openly serve the sorcerer-kings. And psionic power is more common than on other worlds -- which is handy, since this setting will come out a few months after Player’s Handbook 3, which introduces the psionic power source.
Wizards of the Coast: How is Dark Sun being conceptualized for 4th Edition? What is being retained about the setting, and what might be added, altered, or deleted? Are there significant events in store, such as with Forgotten Realms and the Spellplague, or a broader retcon of the entire setting?
James Wyatt: Our goal with the setting was to cleave as close to the original boxed set as possible while still allowing as many D&D options as we could and making the setting ideal for 4th Edition play. We’re in the process of re-releasing Troy Denning’s excellent Prism Pentad series of novels, and we didn’t want readers to come away from those books and look at the campaign setting and not recognize it as the same world. So we tried to capture the essence of the original Dark Sun boxed set while ensuring that the Prism Pentad novels could be one possible way things turn out.
Wizards of the Coast: Are there elements of Dark Sun that you determined would be especially suited for the 4th Edition rule set? Conversely, are there elements of the setting that you understand will be a challenge to incorporate into 4E?
James Wyatt: As I mentioned before, I think the overall tone of Dark Sun makes it fit really well in the 4th Edition environment. In many ways, it’s really a perfect fit. Even the idea that characters might wear less armor or rely less on gear in general is easy to implement in the current rules set.
Wizards of the Coast: Can you give us a hint of what kinds of challenges and monsters unique to this setting will be in store for adventuring parties?
James Wyatt: Well, I can tell you for one thing that Rich and his team worked hard to make sure Dark Sun continued to feel like a place where the most dangerous enemy you face might be the world itself. It’s a brutal, harsh environment, and if that’s the kind of game you want to play, you’ll have ways to make survival beyond the walls of the city-states an adventure in itself. Beyond that -- nomadic elf raiders, cannibal halflings, hunting packs of thri-kreen, the deadly sorcerer-kings and their templars, braxats, silt wyrms, The Dragon …. Oh, and I’m told that Rich managed to make the belgoi’s game mechanics actually work well in the game.
Wizards of the Coast: And for the parties themselves, can you tell us what we might look forward to with Dark Sun character concepts and designs? How will, say, a Dark Sun fighter stand apart from a Forgotten Realms or Eberron fighter?
James Wyatt: One of the things I’m most excited about with the new setting addresses this question, but I don’t want to talk too much about it. Suffice it to say, at this point, that a Dark Sun fighter has a whole set of options available to him that aren’t (yet) available to other D&D characters. These options will add a whole new dimension to Dark Sun player characters, both in terms of what they can do within the rules of the game and in terms of fleshing them out as people in the world.
Thanks to Bill and James! Be sure to check our Gen Con page for ongoing coverage of the convention, and find out what’s happening with Dungeons & Dragons!