Wizards of the Coast D&D
Back when we first started the process of creating fifth edition, we made it clear that we're committed to taking the time to get things right. Even when we announced our release dates, we knew that there could be risks we would face to hit the deadlines we had established.
One of the nice things about releasing the core rulebooks over the course of a few months is that we've had the opportunity to use the feedback from one book to help shape the later ones. We've been very happy with the overwhelming response to the Player's Handbook and the excitement we've seen among people who have gotten early access to the Monster Manual. The extra time we put into those books is clear when you notice the polish on both the text and the layout.
The text of both books received a level of review and oversight that sets a new standard for D&D. We added an entire additional cycle of design and editing to ensure that the books were as close to perfect as humanly possible. The layout and visual design was the result of hours spent carefully handcrafting the books. That extra time proved to be a huge boon, as the designers had the chance to go through each book page by page to make sure everything fit perfectly.
Unfortunately, that additional effort came at the expense of the development schedule for the Dungeon Master's Guide.
We know that people are eager to get their hands on all three core rulebooks, but we cannot compromise our commitment to excellence at this time. We examined a number of possibilities, but none gave us the additional time we needed to put into the DMG without sacrificing content or quality. Therefore, the only choice we had is to push back the release date by three weeks.
The new release date for the Dungeon Master's Guide is December 9th. For those stores that take part in our early release program, the book goes on sale November 28th.
Believe me, we did not make this decision lightly. However, we believe that accepting a few additional weeks of work on our end, and waiting on yours, is worth the years of enjoyment provided by a rock solid Dungeon Master's Guide that has followed in the footsteps of the Player's Handbook and Monster Manual.
Thank you for your patience. We truly believe that once you have the DMG in your hands, it will be worth it. (And as a final note, we offer the following preview art from the DMG: The Great Modron March by Justin Gerard.)
Publication date: 09/15/2014Introduction: Mike talks about the Dungeon Master's Guide in this week's Legends & Lore.Tags: Legends & Loreexternal_urls: Texture banner: Show
The biggest and most exciting year for Dungeons & Dragons hits a pivotal moment as the Tyranny of Dragons storyline kicks off. This rich new narrative challenges players to rise up against hoards of evil dragons, including Tiamat, the most fearsome dragon in D&D’s history!
For years, the evil Cult of the Dragon has devoted itself to creating undead dragons in a vain attempt to fulfill an ancient prophecy. However, the cultists were misguided. They misunderstood. But now, under new leadership, the cult believes that the prophecy does not speak of undead dragons, but of a dragon empire that’s been extinct for 25,000 years. Tiamat, the queen of evil dragons, has languished in the Nine Hells for millennia. The cult believes that the time of her return is at hand.
The cult has a new face and a new mission. It seeks to free Tiamat from the Nine Hells and bring her into the Forgotten Realms. To accomplish its goal, the cult needs five ancient dragon masks and the support of evil dragons everywhere. The cult leaders—each one a "dragon whisperer"—have reached out to the evil dragons of the Sword Coast and earned their allegiance....
The situation is dire. However, the Sword Coast is far from defenseless. Powerful factions are ready to rise up and put an end to the tyranny of dragons. Adventurers throughout the Realms must join forces to face Tiamat, destroy the Cult of the Dragon, and prevent the rise of a new dragon empire. The Harpers have since shared their intelligence with the remaining factions. To combat the Cult of the Dragon, Lord Dagult Neverember of Neverwinter proposes that adventurers representing each of the five factions be sent north to investigate—and to report back with haste.
In their hands, the future lies.
Find out more on the Tyranny of Dragons current story pages!Credits:
Story: Chris Perkins/Wizards R&D
Script: Bart Carroll
Artist: David Baldeon
Colorist: Joana Lafuente
Letterer: Neil Uyetake