Saturday, March 14, 2026

The Strange Post-D&D World

D&D can be dead, over, gone, finished, post-prime, yet people will still play it. "D&D is dead" is just a statement, and it means nothing, because people will still find a way. There are still people praising and playing D&D 4E, an untested, broken, copy-and-paste corporate disaster we had fun with and enjoyed for its run. In the end, it let us down, and that was a terrible moment.

We never started playing 5E because there was always something that felt "wrong" about the game. My brother loved the Ranger class, and that entire class was a ball of suck in D&D 2014, and it still is today. D&D's ranger is Charlie Brown and his infamous "bag of rocks" every time they put out a new edition. The rogue is close behind, and many games don't even know what to do with a rogue other than throw skill points at them and pray the game's skill system gives them something to do.

The real truth is "D&D is many things," and it covers the OSR, adjacent games like Dragonbane, any version of D&D since Chainmail, games like EZD6, and anything else you can "D&D at." When I say "D&D is dead," it really means "feeling you have to play the latest, supported, official Wall Street-endorsed version to have fun is dead."

That type of D&D is dead, and it has been since the OGL. Half the audience walked away in disgust, and they are still out here enjoying games like Pathfinder 2, Castles & Crusades, and Dungeon Crawl Classics.

Games like Shadowdark and Noimble have stepped in as better alternatives. You want hardcore dungeoning with a classic feeling? Shadowdark should be your D&D. You want that classic, pulp-adventure, D&D feeling? Nimble 5e should be your D&D.

D&D? They over-designed it with one of the worst action economies in any version of the game, and it is even worse than D&D 3.5E. They blew it with the bonus actions, free actions, what-is-this-action, and all the confusing, obscure, not straightforward, and frankly stupid action-economy rules that led them to write more rules about how not to break the system than about how to use it effectively. If you are writing special rules to ban double-casting Fireball on a turn, you have failed at game design and should be laughed out of the industry. It's embarrassing.

Something that should be obvious, "you can't do" has been discovered by D&D YouTube, celebrated and enshrined as a legitimate tactic and "rules as written" allowable player action, and as a DM, I am now fighting with PNG YouTube videos meant for clicks and humor, and my game goes in the garbage.

Sure thing, we can double-cast Fireball!

And then the next version specifically writes rules to disallow it, and the mess of special cases, patches, and fixes makes the game unbearable to play. The action system was broken at launch; you can't patch it by adding a point-five to the edition.

Even GURPS is far easier than this with its one-second turns. You do one thing, if it can be done in one second. I draw my sword. Turn over. Next! My player argues (for 500 seconds or more) that they can do more things in that one second, and I sit there and count to one. Then I point to the very clear rules. One second, one action, unless you have or do X, Y, or Z. The special cases are very limited, since this "turn stuffing" is a major exploit in pen-and-paper gaming, along with "turn denial" against enemies.

I count to one.

Your turn is over.

GURPS seems like a breath of fresh air compared to D&D 5E, where I am sitting there, flipping through a dozen printed pages of a character sheet, trying to tax-form together a string of allowed actions my character can make during a turn, and then having another player argue with me about how I can't do that because this action combination is banned in this book or that.

Pretty soon, the entire table is flipping through books or on their phones, looking up rules. Half of them will get distracted by TikTok by the end of this, and there goes the entire game's focus and flow.

I have Tales of the Valiant, and that is my "last full 5E" game. The game still has enough sense not to go out of its way to anger the old-timers; orcs are still in the Monster Manual, and the game still feels like it respects the classic ways. It is not a classic game, and it is still 5E. If I want the real deal, I will play Adventures Dark & Deep and live in my childhood. That is a seriously great version of 1E, and it is the king, even with Castles & Crusades out here being the best 2.5E we have ever seen.

Castles & Crusades should have been D&D 3E. It streamlined yet kept depth and that classic feeling. C&C is the best modern D&D ever written.

Adventures Dark & Deep is "full Gygax" with the charts, factoring weapon speed into combat, and all the fiddly bits we used to love about the game that modern players can't understand or even stand to comprehend by taking five seconds away from their phones. If you ever seek to go "full Gygax," start with ADAD.

If you want zany, gonzo, over-the-top D&D with plenty of random death and emergent play, play Dungeon Crawl Classics. This is also another version of D&D that I remember fondly, recreating those "felt posters in a van" moments of the original game and its counter-culture.

And I think that is where I can sit here and clearly state that "D&D is dead" is because it became the culture. When "Ted the talking teddy bear" is your "D&D ambassador" because two Wall Street companies "thought this was the hip, cool thing to do," then you have just oversold Bart Simpson and made him, and whatever he is attached to, uncool. I have no idea why they did that; it was cringe.

You Icarused too close to the sun, D&D.

The game is now uncool.

Thus, it is dead.

D&D was always about the counter-culture. The fact that the original game had nudity and college-level reading in it was a clear sign that the game was counter-culture, High Times, post-hippie, nonconformist, and cool, "not in the mainstream" gaming meant for the fringe hobbiests. The sanitized, violence-free D&D Cartoon was a betrayal to us all, not a wholesome, fondly remembered artifact of the times. Putting the D&D Cartoon on a pedestal is an insult to those of us who were alive at the time. This was the moment D&D sold out to Hollywood, became mainstream, and went uncool. The dagger was further stuck in the heart with the Satanic Panic reaction and AD&D 2E, no-demons edition, safe for Waldenbooks in the heartland malls.

D&D was never supposed to be the culture.

D&D was counter-culture.

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