Article Header Image
Players 1, DMs 1
Dragon Editorial
by Chris Youngs

Dragon and Dungeon have been ticking along for many years now, with only a few editorial direction changes to speak of, most of them to do with D&D edition changes. Dungeon has traditionally offered D&D adventures, while Dragon has been the place to go for all sorts of DM- and player-focused articles related to the D&D game. As someone who recently passed the ten-year benchmark working on D&D (most of it on these magazines), I'm very respectful of the magazines' legacy, as is the rest of Wizards of the Coast. Even with the transition to a digital format, the content -- and more important to this discussion, where it lived -- remained the same.

But now, we have a year of 4th Edition under our belts, and we've taken a good, hard look at the magazines and the content we release. In a few months (we're not ready to talk about specific dates yet), we're going to refocus the content of Dragon and Dungeon with the goal of giving players and DMs exciting and useful 4th Edition material in a clear-cut, intuitive way. In the new world order, Dragon will become the hub for all of your player needs, and Dungeon will become the hub for all of your DM needs.

In addition to presenting D&D adventures of varying lengths as well as DM advice columns such as "Dungeoncraft" and "Save My Game," Dungeon will also include recurring features for DMs that have traditionally been under Dragon's aegis. Ecologies, Demonomicons, Bestiaries -- they've been in Dragon because they've always been there, but not because they should be there.

Dragon will, in turn, retain its player-focused general features, and we'll begin a monthly series of meaty feature articles that home in on individual classes. These features will be aimed at giving players new tools and exciting options for their characters, and we'll run several of them each month. This means players of every class will be able to find multiple articles dedicated to improving their experience at the table.

This change represents a shift in how we organize our content -- something that will be easy to explain to new players while still preserving the breadth of material readers are accustomed to seeing. Such a change (Dungeon for DMs, Dragon for players) has been discussed for years, dating back to the early days of 3rd Edition, but never carried out for a multitude of reasons. Chief among them was the concern over what would happen to the Dragon subscription and sales numbers once there was no longer a reason for DMs to buy it. Dragon was always the more popular magazine, because it appealed to DMs and players alike. At least one person at the table each month would find something of interest. Now that the magazines both come with one subscription, that reason has gone the way of the gorbel.

It sounds like a bigger deal than it really is, because the only place you'll see a difference is in your monthly compilations or in our online archives. This shift mimics a core 4th Edition goal we've already applied to print and accessory products, which strive to clearly describe whether they're intended for DM or player use. Just as you won't see paragon paths in a Dungeon Master's Guide or world-building information in a Player's Handbook, all subscribers will clearly know what they're getting when they download Dragon or Dungeon content.

What this does not mean is a reduction in the overall volume of content each month. If anything, we'll be bringing you more exclusive content as a D&D Insider. All your favorites will still be around, and we'll continue to listen to your input as well. We'll have more information on our ever-evolving content plans in the coming weeks, but this is my big announcement for the month. Check back with us again soon for more D&D Insider news.

If you have any comments or questions, feel free to drop us a line at We'd love to hear from you.

Because this change impacts both Dragon and Dungeon, you'll see this same editorial in both magazines this month.