Over the past week, we've shared a lot of exciting news with you about D&D's future. We've rolled out the details for our epic Tyranny of Dragons story, shared release dates for the core rulebooks and Starter Set, and spilled the beans on Basic D&D.

As we gear up for previews of the upcoming D&D products, I wanted to take a moment to address a common question we receive about the Open Gaming License and what it means for the future of D&D. Since the start of the fifth edition process in early 2012, we've committed ourselves to taking the time to getting things right. We passed the game through numerous playtests, painstakingly reviewed survey data and feedback, and reworked the game again and again. We held off on announcing anything until the time was right, until we knew that we were going to deliver a game that lived up to the standards that you set for us.

We followed a similar path with Basic D&D. We listened and we took notes. We looked at what people wanted from D&D, how they play the game, and what they value about it the most. Just as we took the time to get the rules right, we spent time making sure the core of the game would be delivered to you in the best way possible.

When it comes to the mechanism by which we want to empower D&D fans to create their own material and make their mark on the many, exciting worlds of D&D, we're taking the same approach. While we are not ready to announce anything at this time, I do want to share with you some of our goals.

To start with, we want to ensure that the quality of anything D&D fans create is as high as possible. The Dungeon Master's Guide will contain the guidelines for creating many elements of the game, from adventures to monsters. While Basic D&D will cover the basics that DMs need to create and run campaigns, it won't go into details on the thinking behind the rules and the consequences of tinkering with them. Basic D&D is aimed at new players or people who aren't looking for a lot of mechanical complexity or depth. It's enough to create adventures for use at your table, but not for material that you want to share broadly. For that reason, we don't want to launch anything at least until the Dungeon Master's Guide has been released in November.

Moreover, it's not enough simply to launch anything the day the DMG hits shelves. It'll take time for everyone to absorb the rules and how they all interact. The R&D team can also share what we've learned while working on the game and the traps and challenges to avoid in design.

Therefore, we want to share the timeline we're working with. While the details are still in flux, we can say that we plan to announce the details of our plans sometime this fall. After that announcement, we plan on launching our program in early 2015.

Until then, we hope you will familiarize yourself with the new edition as the products are released, learn how and why it differs from past editions of the game, and dive into your first campaign. There's no better way to learn the game's intricacies than by digging into it through play. Once the community has some experience with the game, both we and you will be ready to creating the next wave of material for it.

Hopefully, that's enough information to make our intentions clear. As with both the playtest of the fifth edition and the other projects we've worked on over the past few years, we're taking our time to make sure we get things right.