D&D Fourth Edition: Mainstream or Bust

The Escapist has published a new article called "D&D Fourth Edition: Mainstream or Bust" that looks at Wizards of the Coast's goals for the next edition of their popular tabletop RPG.
Third Ed.'s heavy focus on combat and stale rules were likely sending a lot of their veterans into the virtual worlds based heavily on WotC's very own system; if you're going to play a hack-and-slash loot fest, why bother with the dice rolling? Just the same, those rules are perfectly serviceable in their own right. Longtime players could give you a raft of complaints about running a game, starting with the grapple rules and ending with encounter building. Just the same, while they're not airtight, they work. They work better than any other edition of D&D ever has have attracted plenty of fans.

So why change the rules now? What does WotC hope to gain with this newest revision? This is nothing less than a grab for mainstream acceptance. Revisions for the new edition are supposed to "support the way the game is actually played," rather than forcing a style of play onto players. People will be able to run games online, on a "virtual tabletop." Even beyond the d20 and digital realms, with projects like Gleemax (a social-networking site targeting tabletop gamers) and a focus on organized play, all signs point to WotC aiming very high with its ambitions.