Creating Worlds and Legacies With Dungeons & Dragons

Rob Thomas used his ability to see in the dark to guide Clarko Santana as they scrambled down a tight cave passageway. They’d encountered goblins (killed by the party), negotiated with some trolls (wounded and then recruited by the party), and found a sinkhole filled with human prisoners (status uncertain). They’d been traveling for years pursuing Clarko Santana’s dream of fame. On the cusp of greatness, the two banded together with a motley crew of adventurers to accomplish their mission. The tunnel became a cave, a goblin king was killed, and the refugees were saved. It was a hot one.
I, of course, was Rob Thomas. Santana was played by former Paste-r Rollin Bishop. Our life-long connection was forged in the moment, a synthetic creation of Rollin’s naming practice and my eternal desire to make jokes about Matchbox Twenty. It was organic and off-the-cuff, and although we were playing through a small section of content from the new Storm King’s Thunder adventure, we were able to put our very particular mark on this play session composed of random journalists who hadn’t met before that day.
My grandfather used to take me to car shows when I was a kid. I know that there are huge shows where people bring their classic cars and where companies show off their newest speculative offerings, but these events were not those. They were small-town car shows where enthusiasts brought their Camaros from the mid-1980s so that they could park them across from each other and holler over the sound of competitive revving. There was always a cake walk at the end.
What I remember about those events was the dedication of the organizers and participants. These were people who spent all of their time thinking about and working on cars. They just wanted to get together to share that. They wanted to work and think together because that made it so much better. They wanted to build something.
Spending time in the Dungeons & Dragons offices gave me whiplash deja vu back to those events. I wandered around the sometimes-dimmed offices, weaving between statues and cubicles, and I tried to get a handle on the game now and in the future. I saw parts of Volo’s Guide to Monsters. I looked at a wall of concepts, characters and art from Storm King. I saw a very neat and gigantic digital representation of Tiamat. It was a comprehensive experience that I can only describe as totalizing. It was like dunking your head in cold water or listening to AC/DC’s greatest hits pumped from a giant speaker system that someone’s cousin brought to a backyard party. It’s all immersion all the time.
That’s not the car show feeling, though. That’s just crafting an experience, and I enjoyed that wandering tour for the beautiful creation that it was.
The true dedication from the Dungeons & Dragons team, that car show feel of enthusiasts coming together to work on whatever they want, was present across the aisle from the 3D model of Tiamat. I couldn’t help staring over the shoulder of an artist doing something else entirely. He was working on some small part of a model, and he kept tabbing back to a Google search of the word phrase “moon planet.” I wanted to laugh (I mean, say it out loud to yourself), but I watched him tab back and forth between his modeling program and the Google image search. He’d tweak it. He’d look at images of moons. He’d tweak. He’d view the moons. Back and forth. He wasn’t finished when we left.
I found that little movement inspirational. This was the kind of care you’d find from someone replacing a spark plug. It was fine, detailed work that he thought was worth getting right, and this was an intensive moment of trying to dial in the texture or “moon feel” that he needed to get.
Later that day Richard Whitters told me that Dungeons & Dragons is a “fiddler’s game.” He meant that it was a game for people who want to create. For Whitters, that was doing something like redesigning the classic D&D demonic lords for a new audience in Out Of The Abyss. It was about dialing it in and getting things right. Making sure that the demonic lord Jubilex “feels” right is about intensive thinking, and when Whitters told me that I thought back to that moon planet artist. He was fiddling, or dialing the specifics in, the same way that the rest of the team working on larger story, art or marketing concepts were.