USA TODAY International Edition

Dungeons & Dragons is back again

Role- playing game reinvents and reinvigora­tes

- Jordan Culver

Nathan Stewart had a tall task ahead of him when he and others first looked to revamp Dungeons & Dragons. A tarrasque- sized challenge, indeed.

Nearly eight years ago, the game’s accessibil­ity had come into question before the release of the fifth and current edition. When Stewart joined D& D publisher Wizards of the Coast, the strategy was to “reinvigora­te the tabletop game.”

Their efforts have paid off in almost unimaginab­le ways. D& D’s fifth edition, released in 2014, isn’t just a success. It’s revivified the franchise, with 2018 and 2019 – the 45th anniversar­y of the game – consecutiv­ely marking the best years for D& D sales.

“Beyond the sales, there’s a lot of other ways to look at it, too,” Stewart told USA TODAY. “I think we’re seeing more players than ever. We’re seeing more mainstream mentions and more exposure, impression­s, if you will, in terms of the number of references and times D& D comes up in a pop culture TV show or movie, or even just someone’s Twitter.

In an age where screen time is synonymous with free time, tabletop gaming surrounded by friends is making a comeback.

At the forefront is D& D. Thanks to live- streaming services, celebrity endorsemen­ts, frequent pop culture references and an accessible game, the D& D community is thriving and eager to roll initiative again.

Adventure in a ‘ safe, controlled space’

The game’s first edition launched in 1974, and groups of friends have been led through adventures by storytelli­ng Dungeon Masters ( DMs) ever since.

At its heart, D& D is simple. DMs create and guide players through worlds filled with monsters, treasure and intrigue, with dice deciding key outcomes.

Some tables take on psychic fishmonsters from the dawn of time. Others prefer political debates.

But, at its core, D& D is about collaborat­ive storytelli­ng with friends. That spirit was captured in the creation of the fifth edition following a slump brought on by previous editions that led to incommunit­y fighting, Stewart said.

This time, he said, the team focused on cutting out “complexity for complexity’s sake.”

“I think everybody who works here at Dungeons and Dragons take the role of steward really seriously,” Stewart said. “It was such an old, beloved brand at the time, and it was kind of falling on some troubled times.”

Rules were added and scrapped and tweaked to make sure the game was approachab­le for newcomers but also engaging for longtime players.

“Every time you put in a rule that took away from friends getting together and telling stories, we were kind of going against the core ethos,” Stewart said. “We play- tested the hell out of it and, also, when we were looking at things, we said, ‘ Is this really making it more fun for everybody or this just for one group?’

“Whenever it was just for one group, we tried to find a better way to do it.”

D& D’s principal story designer Chris Perkins said D& D allows people to tap into the “human need to escape the confines of our reality and experience other worlds in a safe, controlled space.” D& D’s universe is vast, with pantheons of gods, devils and demons, establishe­d villains and heroes.

“The game allows us to be ourselves and someone else at the same time,” Perkins said in an email. “D& D is also a great creative outlet, allowing us to craft our own fictional characters, worlds, and adventures, and that’s very appealing when the real world is quickly burning to a cinder.”

Still, despite streamlini­ng, D& D can be intimidati­ng for new players. It’s not easy to pick up the fifth edition’s “Monster Manual” and simply dive into the game. Not everyone can pick up the Player’s Handbook and choose if they’re going to be a barbarian or a sorcerer.

A ‘ diverse’ community of players bolsters Dungeons & Dragons

D& D’s community is multifacet­ed.

There are new players and players who grew up with the game. Parents teaching their children. Children teaching classes.

Satine Phoenix, a storytelli­ng consultant and founder of collaborat­ive art studio Gilding Light in Los Angeles and a host of a popular series that provided tips for Dungeon Masters, said the community is more diverse than ever. She’s been playing D& D since 1988, when she was 8 years old.

Phoenix is writing a book about how D& D helped her through PTSD and childhood trauma.

“Throughout that trauma, I held on to my character, I held on to these stories, so D& D is in my veins,” Phoenix said. “It helps me understand the world differently. It helps me escape. It helps me attack problems.”

Eventually, Phoenix started a D& D group at Meltdown Comics, an iconic L. A. comic shop that closed in 2018.

“People came out that I didn’t expect,” she said. “There were women and there were profession­als. The fascinatin­g thing was they thanked me for providing a space.”

Humans are social creatures, Stewart said.

“These stories are the ones that stick with us,” Stewart said. “When you think about some of your best friends, at least in my world, half the people tell the story about their best friend and they met them playing D& D.”

David Price, store manager at Game Theory in Raleigh, North Carolina, told USA TODAY that D& D’s popularity has surged in the five years he’s been managing the store. There was a time when there are only two tables reserved each week for D& D. Now, he said, there are “at least 15 to 20.”

“If I had to pick a community that is the most diverse, it’s the role- playing community in general, and the D& D community specifically,” said Price, 47. “We have kids 10 years old and up, all the way to people who are close to retirement age – actually, we probably do have a few retirees.”

The digital age has helped ‘ demystify’ Dungeons & Dragons for new players

Some of the most recognizab­le players in D& D put their faces alongside the game on a regular basis.

According to a D& D fact sheet, more than 7,500 unique broadcaste­rs streamed live games for more than 475,000,000 minutes watched in 2017. And, D& D’s official Twitch channel streamed about 50 hours of content weekly.

Shows such as “Critical Role” draw thousands of viewers per week.

“What all of those are showing people is this game is for you,” Stewart said. “I look like you. My group is made up like you.”

The online shows – and in some cases, live shows played in front of soldout theaters – lower the barrier of entry for D& D, Stewart said. Interested viewers get a chance to see what a game is like in real time – a table of friends goofing around – instead of worrying about the game’s complexiti­es.

“Technology has helped demystify the game by showing that you don’t need to be a rules expert to have a good time,” Perkins said, and added, “All you need are some dice, a good imaginatio­n and some friends.”

Outside of live broadcasts, the digital age has provided new ways for players to get involved with D& D. Meetup. com is a good place to start for anyone looking to join a game. DND Beyond is D& D’s web- based service that provides digital rulebooks and can even create a character for free. Looking for new content? Try the Dungeon Master’s Guild.

What’s next for Dungeon & Dragons?

So how does the D& D franchise build on its momentum?

“I think if you just ask people what they want, you’re never going to get an answer that leads to the next product or the next popularity wave,” Stewart said.

“But, if you’re asking all of the people and you’re really listening and you’re really triangulat­ing in terms of the different ways they’re getting their opinions out there, whether it be on Reddit or Twitter or different surveys ... then you can kind of stay ahead of the curve that way.”

“Dark Alliance,” a video game featuring one of the series’ most popular characters that’s set to launch this year on PC and consoles, is one project deemed integral to D& D’s future strategy.

“When someone comes in through a film or a video game or through a YA novel, they’re getting an experience of D& D, that whets their appetite and then they want to go search out more of the gaming experience­s we have,” Stewart said.

This week, D& D also announced a new sourcebook in collaborat­ion with “Critical Role,” to be released in March.

“Dungeons & Dragons has had such a massive, positive impact on nearly my entire life, and I am ever inspired by the endless creativity I see it spark in so many others across the world,” Matt Mercer, DM for “Critical Role,” said.

Whatever comes next, the storytelli­ng consultant Phoenix is excited for it.

“Over the past 10 years, America has just embraced Dungeons & Dragons,” she said. “Over the past couple years, Europe has and so has Asia- Pacific, and it’s really going to make a huge difference.

“That’s going to be one of the next big, positive changes, is going global and going global together.”

 ?? WIZARDS OF THE COAST ?? The “Dungeon Master’s Guide” for fifth edition Dungeons & Dragons.
WIZARDS OF THE COAST The “Dungeon Master’s Guide” for fifth edition Dungeons & Dragons.
 ?? BEBO OF BE BOLD GAMES ?? Dungeons and Dragons has seen a resurgence, according to vice president of the D& D franchise Nathan Stewart.
BEBO OF BE BOLD GAMES Dungeons and Dragons has seen a resurgence, according to vice president of the D& D franchise Nathan Stewart.
 ??  ?? “All you need are some dice, a good imaginatio­n and some friends,” story designer Chris Perkins said.
“All you need are some dice, a good imaginatio­n and some friends,” story designer Chris Perkins said.

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