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— CH. 1 · INTRODUCTION —

David Noonan (game designer)

4 min listen · Ch. 1 of 5
5 sections
  • David Noonan joined Wizards of the Coast in 1998, stepping into one of the most ambitious redesigns in the history of tabletop gaming. At the time, Dungeons and Dragons was preparing to reinvent itself from the ground up. The question hanging over every designer's desk was whether a new edition could honor what players loved while clearing away decades of accumulated complexity. Noonan would spend the next decade helping answer it. What did he actually build? Who did he build it with? And how does a writer go from crafting treasure tables to shaping the creative direction of a massively multiplayer online world?

  • Monte Cook handed Noonan the guidance for the third edition Dungeon Master's Guide's treasure tables, and Noonan made them his own. He also shaped the non-player characters that populate the book's second chapter, giving Dungeon Masters a ready cast of figures to drop into their worlds. His work on Sword and Fist added prestige classes, narrow specializations that let players carve out a distinct fighting identity. Song and Silence, a companion volume focused on bards and rogues, he designed in large part himself. Five months of his time went into editing and design for the Manual of the Planes, a book that mapped the cosmological architecture of the entire D&D multiverse. The breadth of that output in a single edition cycle was striking; his credits from 2000 through 2003 alone span more than a dozen titles.

  • Rob Heinsoo assembled a small group he called the "Flywheel" design team to lay the conceptual groundwork for fourth edition Dungeons and Dragons. Noonan joined that team alongside Andy Collins, Mike Mearls, and Jesse Decker. From May 2006 to September 2006, they did the final concept work before a single book was written or playtested. That window, just five months, was the hinge on which the entire fourth edition would turn. Their job was to establish the game's underlying logic before the larger design effort began in earnest. Noonan was also one of the eVoices of Wizards on the D&D podcast during this period, bringing those design conversations directly to players. On the 2nd of December 2008, he was laid off from Wizards of the Coast.

  • After leaving Wizards of the Coast, Noonan moved into the online gaming space, joining NCsoft West to work on the westernization of Aion, a Korean fantasy massively multiplayer online game being adapted for Western audiences. In 2010, he moved again, this time to En Masse Entertainment, where he took on the role of Lead Writer for the creative team behind TERA. The shift from tabletop game design to online worlds reflected a broader migration happening across the industry, as designers who had built their craft on rulebooks and paper found new contexts for narrative world-building on a much larger digital scale.

  • Outside his core Wizards credits, Noonan contributed writing for Magic: The Gathering, 7th edition in 2001, crossing over into the trading card game side of the same company. He also worked on the Kingdoms of Kalamar Player's Guide in 2002 for Kenzer and Company, and The Shackled City Adventure Path in 2005 for Paizo Publishing, a company that would later become one of the most significant forces in tabletop gaming. His magazine work included articles for Dragon and Dungeon, among them "Beings of Power: Four Gods of Greyhawk" in Dragon #294, published by Paizo in 2002, and two Dungeon contributions: "Zenith Trajectory" in issue #102 and "Test of the Smoking Eye" in issue #107. He also wrote three articles updating the Dark Sun campaign setting for the third edition in Dungeon Magazine. That body of periodical work, scattered across years and publishers, represents a quieter but consistent thread running through a career built primarily in books.

Common questions

When did David Noonan start working at Wizards of the Coast?

David Noonan began his career with Wizards of the Coast in 1998. He went on to contribute to the design of the three core books for the third edition of Dungeons and Dragons.

What did David Noonan work on in the third edition Dungeons and Dragons core books?

Noonan developed the treasure tables for the third edition Dungeon Master's Guide, based on guidance from Monte Cook, and worked on the non-player characters in the book's second chapter. He also contributed to Sword and Fist, designed a large part of Song and Silence, and spent five months on editing and design for the Manual of the Planes.

What was the Flywheel design team for fourth edition Dungeons and Dragons?

The Flywheel team was a small group assembled by Rob Heinsoo to do final concept work for fourth edition Dungeons and Dragons. It included David Noonan, Andy Collins, Mike Mearls, and Jesse Decker, who worked together from May 2006 to September 2006 before the first books were written and playtested.

When was David Noonan laid off from Wizards of the Coast?

David Noonan was laid off from Wizards of the Coast on the 2nd of December 2008.

What did David Noonan do after leaving Wizards of the Coast?

Noonan joined NCsoft West to work on the westernization of the online game Aion. In 2010, he moved to En Masse Entertainment as Lead Writer for the creative team working on TERA.

What magazines did David Noonan write for during his game design career?

Noonan wrote for Dragon and Dungeon magazines, both published by Paizo. His Dragon work includes "Beings of Power: Four Gods of Greyhawk" in issue #294, and his Dungeon contributions include "Zenith Trajectory" in issue #102 and "Test of the Smoking Eye" in issue #107.

All sources

9 references cited across the entry

  1. 1JournalProfiles: David NoonanMichael G. Ryan — Wizards of the Coast — July 2001
  2. 2BookDesigners & DragonsShannon Appelcline — Mongoose Publishing — 2011
  3. 5MagazineMore key hires for En Masse2010-04-14
  4. 7Exploring TERA - IGNDecember 21, 2010