Oh interesting, this thread popped up again in a totally different forum. How about that?
In the meanwhile, Wizards released its second preview brochure, Worlds and Monsters, which I also glanced at. My brief perusal did not appreciably stir the fires of interest in 4th Edition D&D. I’m thrilled that the game designers are so confident in their upcoming product, that they feel justified in publishing self-congratulatory literature about how they’ve made everything so much better now. Frankly I found the tone a bit off-putting. “You know how the older editions weren’t particularly fun to play? We’ve fixed that!”
Also, the “Worlds” they feature in the preview honestly seem… not very exciting, at all. “Feywild–” because it’s fey, AND wild! “Shadowfell–” because it’s shadowy, AND fell! “Underdark–” because… hm. I forget why it’s called that. Yet somehow the Elemental Chaos avoided being named “Elementalchaotic.” I personally can’t get too jazzed up about adventuring across the “Feywild” or “Shadowfell,” which sound all too much like rejected levels from Thief: The Dark Project.
The designers make a big deal about dumping the “Great Wheel” planar arrangement from 3rd Edition, as if this had been some huge obstacle to gameplay. Maybe, to them, it was; maybe that’s where you finally arrive at if you make a living at game design. “God DAMN IT! I can do NOTHING with this! NOTHING! How the HELL am I supposed to DM a game that has separate planes for EVERY ELEMENT?”
Personally, I admit that I’m used to the concept of tapping into discrete planes to channel elemental power. It’s simpler. You want fire magic? Here is a plane with nothing in it but magic fiery things. But now, an elemental mage not only has to forge a bond with another plane, but with a specifically desired zone of an ever-shifting landscape? This seems like a cure worse than the disease. The whole point of separate elemental planes is that they’re in opposition to each other! This antithetical nature is rather subverted by having them all exist on the same plane. Anyway, isn’t that the situation on the Material Plane already?
One other aspect of the new design that I found rather distressing: ongoing Shadowcreep. For some reason, every new edition of D&D has more and more Shadow in it. Now, I think all reasonable people can agree that Shadow has one essential purpose in D&D: it is there for Hiding In. But now it’s getting to the point where Shadow is taking over. This is unacceptable. 3rd Edition introduced the “Shadow Plane,” and later “Shadow Magic.” Now 4th Edition suggests that Shadow magic is somehow preeminent over honest necromancy, and I don’t need to tell anyone how bass-ackwards that is. Now there’s supposedly a “Shadowfell” plane but not a Negative Energy Plane? Screw you 4th Edition! You’ll take my Negative Energy when you pry it from my cold dead fingers.
Shadows are not scary. You’ll note that mythologies around the world all have innumerable vivid and compelling tales of the undead: how to placate them, how to drive them away, how to send them to their final rest. There is no remotely comparable body of myth dealing with shadows, because nobody is afraid of them. Fear of shadow is the essential characteristic of cowards and infants. Therefore, let us have no more talk of Shadow ever again, anywhere.