I know I can give Wizards a bit of a hard time for some of the shit they pull (I am looking at you turd builder and your pal cash grab cards), but I really do enjoy and have fun playing their current version of D&D, as I have with all previous editions. I am, however, no fanboy that gets down on his knees and well..fluffs them no matter what they do nor am I a hater that looks for a way to take a flaming dump on every offering or move they make. I fall more in the middle, a cynical douche whose hackles go up at the first hint of marketing spin or duplicity.
So I thought I would give Wizards’ some love for the noticeable increase of fluff/story in their published offerings beginning with the essentials materials, which I have found to be fantastic. I love these little story elements as I feel it brings things to life. I have to admit when I first got the core books and was reading through them it was a bit like reading the owners manual for my Blu-Ray player, and I often found my eyes sort of glazing over (you know kind of like when your wife is talking/nagging). I know some of you crunch warriors out there get all worked into a shoot and start talking about how you don’t need any fluff as you can make your own. I feel your pain, but we have talked before about my somewhat challenged creativity and how I really appreciate a helping hand now and again. Wizards’ latest monster book Monster Vault: Threats to the Nentir Vale is particularly awesome. Monsters, villains, and threats are grouped together and bound with a story or background that is not only interesting to read but stirs the imagination for use in your game as is or as an easily re-skinned jumping off point.
Another shift I have noticed is an effort to include powers or mechanics for non-combat use. I have struggled sometimes with most of the powers and effects being so tied to the combat mechanics and how to do things when not in combat. A great example of this for me is in Heroes of Shadow and the poisons that the Executioner Assassin has at his disposable. Each entry has an in-combat effect as well as an out of combat effect. Again, I know a more skillful DM can create and adjudicate these things just fine using skills, powers and role-playing, but I prefer a little more guidance to sort of keep me within the white lines of the highway and prevent a situation such as this:
“Okay so as the count is distracted I slip the poison in his drink”
“Cool, so he takes a sip as he gives you a condescending look”
“Great what happens?”
“He clutches at his throat and staggers to his feat, his rage visible as he draws his sword”
“That’s it? What does the poison do?” “
Oh yah, good point…ahh…you see him grab painfully at his crotch as his dick falls off.”
“What?”
“Yah, his dick totally falls off.”
“What the fuck does that mean?”
“Well I guess he would take a penalty to his reflex defense on account of being off balance”
“So let me get this straight, I am a master assassin with years of training and plying my craft and I would brew a poison that would make my target’s dick fall off?”
“Hmm yah I see what you mean, okay he’s dead”
“So now he is dead?”
“Yep totally dead…and his dick falls off”
So thanks again Wizards for preventing something like this from happening at my table and keep up the good work.

Wow, having a dick-falling-off poison sounds brutal! I can think of some players that would make a new character if that happenned, even if resurrected. lol.
I agree, some fluff in the rulebooks helps. When I think about “fluff” in the core rulebook, I think of games like “Warhammer: Fantasy roleplay”, where the fluff was so good, even though the system wasn’t the greatest, it brought the entire setting to life.
How is Warhammer Fantasy? I have read some good testimonials on some forums, so much so that i almost shelled out the exorbitant sum for their starter set. although in fairness it doesn’t take much to get me to throw cash at rpg books. do they have a dick-falling-off poison? because I would totally buy that system.
Warhammer Fantasy Roleplay (circa 1985 I think?) is a good/basic system for one shot adventures and short campaigns. It really doesn’t suite long campaigns at all, because of the way characters advance.
It’s a very simple system, low magic, very deadly monsters. Gritty. When you start, you feel weaker than a level 1 D&D character. Completely the opposite of 4E.
The setting is what really makes the system however. And the setting is evoked through the art, the fluff in the rulebook, and campaigns like “Shadows over Bogenhaffen”. Which I recommend. They actually have some good modules for the game. They even have a sweet introduction scenario in the rulebook itself.
Reminds me vaguely of the Wheel of Time series by Robert Jordan. There is definitely overlap when it comes to Beastmen, taint, etc.
I’m not sure it’s worth pursuing though, there is so much good content in systems you’re probably more familiar with. I (personally) don’t have time to learn new systems all the time and would rather pursue the stories in a system I like at this point.
Good post. Too often people point out D&D’s faults (and there are a lot after it went super corporate), but it is refreshing when people point out the good parts of a game that has given us so much.
I really see them making good strides at listening to feedback and communicating better with their customer base.