BRIEF historical background/refresher: The game was first rewritten in 1989, but not much was changed. They clarified the rules and consolidated all the material that had been accumulating since the game's inception. 3rd Edition came out in 2000, and 3.5 ed. came out in 2003. 3rd Edition (and 3.5) was pretty successful, but I think it had run it's course. It sort of became MtG in the end, getting this prestige class power, that feat, and this magic item to get a combo going. And there was so much material out there that the combinations were out of control. If you didn't want to play like that, but had a table that did, it probably wouldn't be much fun for you (being the weakest). Even if you did play like that, someone at the table would likely be much better than you at min-maxing, and it still might not be much fun for you. But I digress, the edition was out of control and needed a reboot. 4th edition to the rescue. 4th ed. came out in 2008. They modeled this one after the wildly successful MMORPGs, trying to capture what people enjoyed on the computer. However this edition contained much fewer viable combinations of races, classes and "prestige" classes. WotC seemed to be trying to reign in the excesses of 3rd edition. But they tweaked and updated the game regularly to try to get the game they wanted, in fact there have to be thousands of erratas to the original players book. Of course the min-maxxers were up to the challenge - when Wizards closed a loophole, they just found another one. Other players were just annoyed by all the changes. I'm not sure if you can call 4th Edition a complete failure, but it came out just three and a half years ago and we're already talking about a replacement.
If you played any of those editions, I invite you to discuss what worked for you and what didn't work for you in each. Was 4th Ed. a failure? What went wrong?
My table top RPG days are in the past, and maybe that's the real problem Wizards faces, i.e. fewer young players and old players who just aren't interested anymore. For me, I don't know what an RPG experience can be anymore. But I am pretty sure it can't live up to what it should be in my mind. I do know this, it doesn't have a lot to do with the rules (other than the whole table being comfortable with them).
For me, it's about telling a compelling story, a story that the players actively participate in and shape. And that's a tough task for the gamemaster, not many can hack it. Fewer can hack it with their own stories/adventures instead of published material. But really I came to realize that rolling dice wasn't telling the story. So why do you do so much of that in a table top RPG? Why do we have volumes of rules, most of which are dedicated to combat?
But even if I could get past that, I'm sitting at a table of 5 or 6 or more people all with potentially vastly different expectations for the experience. And different motives for even being there. How do you satisfy these people with different playing styles? And how much WORK for a gamemaster might that entail? It's supposed to be fun...
Believe it or not, just writing this makes me want to play again, remembering what I liked about RPGs and what made them satisfying. But then I remember how the game goes in practice, and I'll pass :) I didn't stop playing because of any rules, I stopped playing because it could never live up to my expectations.
My advice to Wizards? Don't make it too complicated, and write adventures again. It's about the story. Write a compelling story. And good luck, because ironically now that the game isn't as stygmatized, it's market is only shrinking.
What would you do in a fresh edition?
