Learning The Shape Of Dungeons & Dragons in 2019 at A Livestream Event
Main image by Fiona Staples, courtesy of Wizards of the Coast. Other images are YouTube screenshots.
There are two ways of playing Dungeons & Dragons. This is not something that I had really considered or thought through before my trip to the livestreamed announcement and fan gathering D&D Live 2019: The Descent that took place May 17 through 19, but it became clear as I sat and talked and interviewed and watched and listened and played in the full immersion of the Dungeons & Dragons community for a few days.
First, there’s the Dungeons & Dragons that the designers and developers at Wizards of the Coast create. It’s the game of the Player’s Handbook, the Dungeon Master’s Guide, and the published adventures that trickle out a couple of times a year that serve to add rules or create pre-packaged adventures for players. Adventures like Storm King’s Thunder or Ghosts of Saltmarsh are books you can pick up and run through as a group of players without a whole lot of startup cost, and they’re balanced and playtested by a team of dedicated professionals who color within some formally delimited lines of world and tone and characters.
At the bottom, the descent of The Descent is wrapped around that core development program of corporate created content. The next Dungeons & Dragons book is going to take us from the videogame-famous city of Baldur’s Gate and into the plane of Avernus, the topmost layer of D&D’s hell. It’s the kind of choice of a setting that has to speak to a lot of people at once: older fans of the Baldur’s Gate games will recognize that part, and even older fans understand that Avernus is the plane on which devils (who are lawful evil, and therefore love contracts and dealings) and demons (who are chaotic evil, and therefore abhor anything resembling obligation or standardization) do war. Newer players to the fantasy universe upon which the D&D game rests might not know anything about it, and they’re probably just excited to go to hell.
That’s a lot of expectations and obligations to fulfill, and the design team seems to have made the choice of radical reconfiguration rather than some kind of attempted fidelity to everyone’s particular favorite thing in this part of hell. I heard the phrase “Fury Road in hell” several times over the weekend, and basically every streamed game that operated as a kind of preview for what you can do in this upcoming book featured hell motorcycles and behemoth war machines fueled by souls that have been transformed into coins and generally just absolute chaos across the wastes. All of this builds out the world of D&D in predictable ways: we begin in the official setting of Faerun in the familiar city of Baldur’s Gate on the familiar Sword Coast and then we go into something unexpected and yet well-anchored in the past 40 years of Dungeons & Dragons official play. This is what these products look like and how they act, and when Baldur’s Gate: Descent into Avernus comes out on September 17, it’s going to enable a lot of great D&D sessions.
Adventures like that, though, are the platform on which the actual play of Dungeons & Dragons stands. And after spending a few days with the biggest fans of the game, I feel confident in saying that there are basically two distinct games of D&D that exist in the world right now: the one you can watch people play and the one that you can play at your own table.
Nothing makes this more apparent than a livestreamed D&D event. Alongside existing as a vehicle for announcements, The Descent also hinged on bringing together a large number of creators who stream live Dungeons & Dragons play on Twitch regularly. These are the people who play the game in public, and with a game as variable as D&D, bringing together a wide range of creators is also a way of bringing together a lot of different ways to play the game.
The way this shook out was a main event and side event dynamic where famous players like Marisha Ray, Joe Manganiello, and Deborah Ann Woll took to a big stage and played boisterous, big games of D&D in front of a live audience, while the smaller names, like Rivals of Waterdeep or Dragon Friends, were around smaller tables for a stream-only audience. An event aimed at a streaming demographic, and one that likely can’t spend the hundreds of dollars for tickets to be there physically, clearly needed this hydra of content in order to face the many different audiences at play, but I couldn’t help but be a little disappointed that I couldn’t watch any of this non-headliner content while I was there.
That live audience experience, though, really put some things together for me about Dungeons & Dragons in 2019. I’ve watched a stream or two of tabletop roleplaying in my day, and although I’ve tried to make the leap to “fan” for a lot of these shows, they just haven’t quite fit into my life in a way that allows me to really dig into them. In the wake of the social and commercial success of the show Critical Role since 2015 (and which recently raised over $11 million to create an animated program), there’s been a little bit of a rush on producing tabletop roleplaying content for internet consumption. And, to be clear, there seem to be enough audience members to absorb that rush. People love watching other people play D&D.
And, again, being in the live audience really drives that home because of how bizarre it is. I don’t mean that as a dig or an insult. After all, I’ve been deep in the D&D weirdness for more than half of my life, from sitting and making 2nd Edition characters alone at home to playing a drunken, dirty wizard in 3.5 and almost exclusively DMing under 5th Edition for a few years. I am into this stuff.
I have never been so into Dungeons & Dragons that I have cheered for a dice roll.
And yet that’s the kind of thing that happened during the big sessions of The Descent. A packed room, with stars of screen and stream sitting in a row beside a talented Dungeon Master, and people were absolutely hollering about high rolls and low rolls and natural 1s and 20s. The game theorist Roger Caillois wrote about how dice rolls were aleatory, completely up to the gods, and if that’s true then the audience in that room was feeling the whims of the pantheon as much as someone wailing for mercy at a temple of Athena.