From what we have seem so far, the Dungeons & Dragons Next design sticks close the game’s tradition. This makes the inspiration mechanic the design’s biggest surprise so far. D&D’s top dog, Mike Mearls, revealed the mechanic in “Roleplaying in D&D Next.”
“When you have your character do something that reflects your character’s personality, goals, or beliefs, the DM can reward you with inspiration.” You can spend inspiration to gain advantage, bank it for later, or pass it to another player.
In the universe of role-playing games, inspiration seems conventional. Plenty of RPGs offer in-game rewards for role playing, but D&D has never goaded players to role play. Fourth edition even encouraged substituting skill checks for role playing so that no one who feels uncomfortable with funny voices must speak in character. While I have seen suggestions that a DM might want to reward good role playing with additional experience points, such options stand outside of D&D’s mainstream.
I enjoy role playing and funny voices. I love when players work to tie their characters to the setting, especially when their ideas make the players collaborators in the world building. I favor mechanics such as the one introduced by the Champions role-playing game in 1981, where you could create a more powerful character by adding “disadvantages” like a recurring archenemy or a loved-one sometimes in need of rescue.
Despite this, the inspiration mechanic fails to interest me for two reasons:
- I’m a dungeon master, not a critic or evaluator. As a DM, I have enough to do without adopting the role of some sort of competition judge who scores players’ performances. To players uncomfortable acting in character, I offer encouragement and a safe table, but I will not act as a trainer, handing out boons for role-playing stunts that amuse me. Save that for Shamu.
- When I play, I dislike metagamey resources. As I explained in “Immersive vs. Gamey in D&D Next, the score is 1-1,” when I play a character, I prefer to immerse myself in character. I want to make decisions in character, based on what my character knows about the game world. Inspiration forces an intrusive chunk of the metagame into the fantasy world. With inspiration, I can no longer fully immerse myself in the the character of Jarrek the Hammer, and make decisions by asking, “What would Jarrek do?” Now I must consider whether I should use my inspiration, bank it, or pass it on to another player. Jarrek knows nothing about banking inspiration! Ironically, a mechanic intended to reward role playing discourages character immersion.
At Gen Con, I shared my misgivings with Mike Mearls. He understands my objections, but they don’t bother him. Even though D&D Next won’t brand inspiration as an optional rule, the rules will explain that different DMs may choose to award inspiration in different ways. Some DMs may choose not to award inspiration at all. In other words, inspiration provides a tool that you can use to encourage a chosen style of play, or that you can ignore. This fits D&D Next’s philosophy of creating a game that can support a range of play styles as opposed to the 4E philosophy of creating a game optimized for a single play style.
I have one reservation about Mike’s stance, and that stems from organized play. Players in a program such as Living Forgotten Realms bring expectations about how the game is played. I do most of my dungeon mastering in LFR and other public-play programs. If inspiration exists in the core game, and if players grow to expect it, then I will feel duty-bound to use it in public play. My players will never hear me gripe. Inspiration hardly ranks as the most distasteful game element I’ve welcomed. If inspiration grows into an accepted part of public play, then I will award it by reading the table and granting inspiration for whatever performances inspire the players.


