ki11erDM
Explorer
The two primary reasons players become DMs.
- Great DMs
- Horrible DMs
F$*king Truth.
The two primary reasons players become DMs.
- Great DMs
- Horrible DMs
The two primary reasons players become DMs.
- Great DMs
- Horrible DMs
I'm curious about the Adventurer's League. That seems like the ideal player-acquisition method (it has a DM there to explain stuff to you, all the materials provided). I can't see how it could reach new people though. I guess someone in the store looking and something else (comics, toys, boardgames) could be interested.
I think a big problem with the blog is that it equates the popularity of nerd activities with nerds being popular. Nerds aren't becoming more popular; things nerds like are becoming cooler and more mainstream. Nerds themselves are still marginalized. So doing things to draw attention to our nerdiness (such as admitting to playing D&D) is avoided. There's a lot of self shame involved.
The thing is, nerdiness has always been half related to interests and half related to obsession.Anecdotal experience here to be sure, but I teach middle school. The goalposts of who is the "ostracized nerd" have most certainly moved. Liking "nerdy" things is most definitely cool now, and a better acceptance of nerdy kids is also real, right now. The kids who are on the extreme side of nerdiness, with extreme social awkwardness, anti-social tendencies, spazzy behavior, stinky-kid syndrome . . . those kids still have a hard time, unfortunately (but still better than they did in my day). But the shy, introverted nerd who is more comfortable with his comics and D&D books rather than trying out for the football team . . . they do okay now, in my experience. Leagues different from when I was in middle school in the 80s. Not fond memories. I am truly jealous of many of my nerdy students.
And there is no more "self shame" in expressing love for comic books, D&D, Doctor Who, or other nerdy past-times. None. Every kid in my class can easily sidetrack my lesson by starting conversations about DC vs. Marvel or who is the best superhero . . . the jocks, the cheerleaders, and the "nerds". The lines are too blurred to be meaningful anymore, and they all got mad nerd knowledge from TV shows (animated and live-action) and movies, and almost every kid (still more guys than gals, but plenty of gals) have at least a small comic book collection. And they almost all watch Doctor Who. I'm getting sick of Tardis t-shirts and other Whovian paraphernalia.
It's a good time to be a young nerd. Lots of company and very little hazing or mockery at all. Us old nerds are just still shell-shocked from our formative years.
I learned to GM from a standing start, using Moldvay Basic. And I'm absolutely certain that thousands, probably hundreds of thousands, of other kids did the same.Part of the problem is that almost everyone playing D&D right now got started the way he describes. We had someone to teach us and "groom" us into being a DM, if we chose to become one. He's talking about a D&D group springing forth out of nothing-ness. And though, admittedly, this isn't a likely scenario, it is one that WotC/Hasbro should be taking aim at.
In the early 1980s I owned two RPGs: black-box Traveller, and Moldvay Basic. I was given Traveller first, I read the rules, and I had no idea what I was meant to do to play the game. I knew that playing it involved characters who would experience events giving rise to some sort of story, but I literally did not understand how I was meant to do that.So the premise is that WOTC needs to do more to engage with people who haven't played TTRPGs before and convince them to DM. The chicken-and-egg problem here is that this is like asking someone who's never seen a movie to become a director.
In the Essentials example, the final (failed) check is a Streetwise check to identify a building. The consequence of that failure is that some thugs, who were earlier scared off with an Intimidate check, turn up again to fight the PCs. The technique in use here is to draw on an earllier element of the challenge (the NPC thugs) to estabishe a consequence for the failure of Streetwise, and of the challenge - even though those thugs weren't themselves part of the framing of the Streetwise check.I'm not seeing the problem with the Skill Challenge example on DMG 77, but maybe I've internalized the Skill Challenge rules too much to notice. It seems to follow the "Running a Skill Challenge" structure described on page 74 just fine. There are checks, DCs, roleplaying, a use of the "DM's best friend." What's the problem?
So....
has anyone been paying attention to Thornwatch?
Because the stated design goal there of a D&D that's as easy to pick up and put down as Ticket to Ride seems very to the point.