Despite the immense volume of similarities between Dungeons & Dragons and World of Warcraft, the team working on the upcoming collab rulebook knows that you can't translate everything 1:1. Half of the MMO is about fighting the same bosses over and over until you finally get a good piece of loot. The grind isn't made for tabletop players.
During a recent presentation attended by PC Gamer, principal game designer and project lead James Wyatt says D&D: WoW is more about "paraphrasing" the MMO within the framework of the tabletop game rather than trying to emulate its mechanics. The entire world of Azeroth and the MMO's many expansions (up to Midnight) are fair game for players—the book opens with a big temporal hand-wave from time dragon Chromie—but the smallest details have been shuffled around to fit the format.
Popular dungeons from WoW's past, like the Deadmines, are mostly intact, save for a few alternate routes to accommodate parties who might want to sneak around bosses or skip some altogether. You're still in for the kinds of adventures through deep caverns and ancient cities that WoW players reminisce about today. Some dungeons are lifted right from WoW's earliest era, while others mix in their revised layouts (and loot) from later expansions.
I was delighted to hear that you can still take on the challenge of avoiding every boss in Dire Maul for the bonus rewards after you slay the king, otherwise known as a "tribute run" to WoW veterans. D&D: WoW is built to capture the spirit of exploring the MMO's dungeons for the first time, before the age of datamined loot tables and YouTube guides, while also letting you relive their most iconic moments at the table.
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