Dungeons & Dragons: World of Warcraft is less than a month away, and Wizards of the Coast principal game designer James Wyatt says it is being built as a D&D book set in Azeroth, not as a tabletop version of World of Warcraft’s MMO systems. Speaking at New York Comic Con, Wyatt told IGN the first Universes Beyond expansion for D&D is meant to give players a familiar setting and then let the table handle the details.
That idea shapes the whole project. Wyatt described the book as a “great big toolbox,” with character options, monsters, dungeons, campaign guidance, and room for a Dungeon Master to improvise. He said the team is not trying to duplicate WoW’s combat timing, talent trees, or raid math. Instead, it is aiming for a paraphrase of the game’s most recognizable ideas.
A WoW-flavored entry point for new players
Wyatt said the expansion is not designed specifically as a Dungeons & Dragons onboarding product, but he thinks it can still work that way for World of Warcraft players. He pointed to the familiarity of WoW species and classes as a faster starting point than asking someone to sort through the full spread of D&D ancestries and class options on day one.
“If you have that foundation of here’s the WoW species, here’s the WoW classes, you know the kind of character you want to make right away,” Wyatt said. He added that the book includes a brief “What is D&D?” explanation for anyone who needs it, and that it points players to D&D Beyond for help getting started.
Wyatt said Blizzard staff playtested the book last fall after signing up blind for a session. Some of the employees were already familiar with D&D, while others had never played before. He said that mix is useful because new players are often willing to try anything they can imagine, which fits what he sees as the point of the game.
“That’s Dungeons & Dragons in a nutshell,” Wyatt said.
He illustrated that with a story about a Forsaken Warlock whose missing jaw led to a spell gone wrong, a fall down stairs, and a follow-up attack in which the character tore off his own arm and threw it at a monster. The point, Wyatt said, is not to ask what buttons to press, but what the table can imagine and how it can be played out.
How the book chose its dungeons
Wyatt said the dungeon list was built around a few different filters. One was a section in the book on the “conflicts of Azeroth,” which lays out six conflicts that have driven most World of Warcraft expansions and shaped the world around them. The dungeons in the book were chosen because they tie into those themes.
Popularity mattered too. Wyatt said the team also looked at ranking data from “some wiki” to find the dungeons players remember most strongly. The list started out much larger, then got trimmed to fit the available space and to cover a range of character levels.
That means the book is not trying to pack in every iconic location from WoW’s history. It is built around the dungeons that support the campaign framework the team wanted. Even so, Wyatt said the tools in the book let DMs adapt other content if they want to do so. He cited Blackfathom Deeps as an example, saying he ran it 20 years ago by downloading a map from the internet and making up stats for Nagas.
Icecrown Citadel is handled differently. Wyatt said it is being offered as a digital download adventure, alongside a separate map pack with five double-sided poster maps for the boss fights and a code for the digital adventure. That setup lets players run the raid in tabletop form without forcing it into the same format as the rest of the book.
The approach leaves the door open for campaigns that stretch beyond the printed material. Wyatt said the book’s dungeon and encounter tools are enough for DMs to build their own version of a raid or dungeon if they want to, even if the book does not spell out every possible path.
Classes are built by paraphrase, not translation
Wyatt kept coming back to one word for the design process: paraphrase. He said he studied WoW classes, abilities, and talent trees, then looked for features already present in D&D and for places where new spells, feats, or battle master maneuvers could be added to evoke the right class fantasy. He said he cut off that comparison work around level 60.
Talents in WoW are more granular than D&D mechanics, Wyatt said, and the tabletop game does not try to match that level of detail. The goal is to capture the feel of a class, not recreate its exact system. Each specialization gets a set of feats that help reinforce its role, but the rules stay broader than in the MMO.
That broader structure also means WoW roles do not map one-to-one onto D&D roles. Wyatt said a healing Paladin and a tank Paladin remain more flexible in the tabletop game than they would in WoW. A Priest can wear more than cloth armor because the design could not easily remove that option from the Cleric side of the rules, and the spellcasting still matches what players expect a WoW Priest to do.
He used Anduin as an example of how Warcraft already stretches its own class boundaries. “They keep saying Anduin is a priest and there he is in plate armor with his sword,” Wyatt said.
That same logic applies to the rest of the class work. The book gives each class a wider range of options than the MMO does, while still steering players toward the role and fantasy that make the class recognizable in Azeroth. Wyatt said the result is less about copying WoW’s mechanics than about giving D&D players enough of a framework to recognize what a class is supposed to feel like.
Boss fights, Arthas, and the limits of tabletop combat
Wyatt said the fights in the book follow the same philosophy. He pointed to the Lich King Arthas encounter as an example, saying he is challenge rating 25 while D&D characters go up to level 20, so the battle is intended to be extremely tough. But he also said tabletop combat is shorter than MMO raid combat, which changes how the encounter has to work.
That difference is one reason the book avoids trying to reproduce raid mechanics exactly. Wyatt said the aim is to evoke the feeling of a familiar fight without copying it line for line. D&D combats usually play out over a few rounds, while raid battles in WoW can stretch much longer and use systems that do not translate cleanly to the table.
Wyatt said the same light-touch approach applies to the dungeons. The book gives a map and marks the bosses the party is expected to encounter, but the space between those points is left to the DM. A group can roll on tables for combat encounters, or they can spend that time exploring the environment in ways the MMO cannot allow.
He said that is the real difference between the tabletop game and the online one. In D&D, players can talk to anyone they meet in Shadowfang Keep, interact with anything they can see, and change the flow of an adventure in ways a developer cannot fully script. The book is designed to support that freedom rather than override it.
Wyatt also said the book reaches up to the beginning of Midnight, but not much beyond that. He said there is almost nothing about Xal’atath in it, though he would have liked to give her a stat block. Asked about future support, he said he would love to do another World of Warcraft book and joked that it might make him postpone retirement a little if Blizzard wanted it.
He said he is keeping a list of ideas for a possible follow-up, including material tied to future stories, but that would depend on Blizzard and on what happens next. For now, he said, the book is meant to stand as a broad sourcebook for players who want WoW’s setting at the table without losing D&D’s flexibility.
as a casual WoW player i actually like the idea of not copying the MMO rules 1:1, but i’m wondering how much of the class stuff still feels like WoW at the table. if the dungeons are just a toolbox and the DM has to do most of the work, is that better for experienced groups or for people who want an easier entry point? curious what others think before i grab it
Honestly, this sounds like the right call. Trying to translate raid maths and talent trees into tabletop would just make a clunky mess, and nobody needs that.