Inside the App That Will Revolutionize Dungeons & Dragons

A few years ago, I was playing a regular 4th edition Dungeons & Dragons game. That edition was, well, interesting, for a lot of reasons: It formalized the management of space in the game, required a tactical map to play, and seemed to be developed in response to a lot of videogame trends at the time. You needed to know what at-will, encounter and daily abilities you had, and my Dungeon Master had to keep up with a fairly restrictive mode of item progression so that we could actually compete against on-level monsters. From the point of character creation, management and campaign creation, it was a little bit of a pain.
We were helped by the official Dungeons & Dragons character creator. It was an online tool that streamlined many of those things both for us players and the dungeon master, and that was a big quality of life change. Over the past couple years, I have DM’d some of Dungeons & Dragons’ 5th edition, and I’ve often thought about the tool that we used years ago. While I don’t miss much about 4th edition, the access to a tool that helps smooth the process of playing a fairly numbers-intensive game like Dungeons & Dragons has been on my mind for a while.
Now we have D&D Beyond. A tool for managing rule books, characters and campaigns from top to bottom, Beyond is developed by Curse (yes, the generally-about-videogames company) to make the process of planning and playing as simple as possible. It’s a comprehensive compendium and app that allows for easy play of Dungeons & Dragons. It’s a way for a dungeon master to talk to their players, know what character sheets say, and generally manage a game. It is really rad.
When I spoke with Adam Bradford, the product lead for Beyond at Curse, we mostly talked about playing Dungeons & Dragons. That’s no accident, really, since the way Bradford tells it, making the program was just as much about facilitating games as anything else. He’s a 20+ year veteran of the game, and D&D Beyond is about expanding on the experiences he’s had during that time.
Bradford incubated the Beyond at Curse as an “ignite program,” which allows employees to spend 25% of their time on passion projects, and it quickly spiraled upward from there. He recruited other people at the company into a game with the idea in mind that getting them excited about the game would then make them excited about making something like Beyond.