D&D 5E The Mainstreaming of D&D

Reynard

Legend
Yes, the individual encounters in a 6-8 medium encounter day do tend to be quick and not terribly threatening. It is the gradual dwindling of resources (mostly HP, but also short and long rest recharge resources like spell slots and other class features) over the course of many such encounters that puts the PCs into a dangerous spot where they have to make difficult decisions, which creates memorable stories.

A small number of big set piece encounters can also be fun and memorable! It’s just less likely to be deadly. Which for many is a plus.
I have found that if one of those fewer, tougher encounters spins out of control, the chances of a TPK are higher though because of the relative power of higher CR enemies.
 

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Yora

Legend
Early to mid would be 3.5e and 4th edition?

In hindsight, I feel that there was actually a major stylistic shift in the revised 3rd edition. The original 3rd edition for the first three years or so actually feel a lot more like AD&D
 


Reynard

Legend
Early to mid would be 3.5e and 4th edition?

In hindsight, I feel that there was actually a major stylistic shift in the revised 3rd edition. The original 3rd edition for the first three years or so actually feel a lot more like AD&D
Wizards of the Coast bought TSR in 1997.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I have found that if one of those fewer, tougher encounters spins out of control, the chances of a TPK are higher though because of the relative power of higher CR enemies.
Yes, fewer, deadlier encounters do tend to be swingier, while more, easier encounters tend to be more consistent.
 

Cadence

Legend
Supporter
The sanitization and ren-faire conversion of D&D was completed with the launch of the AD&D 2nd edition in the late 80s. While they may not have had the same commercial success as WotC has now with 5th edition, you have the same mentality of making an inoffensive corporate mass product, rather than having it be a form of artistic expression.

What did they rea;;u make inoffensive besides not calling them demons and devils (batezu and something?) and not having T&A pictures?

Was the 1e DMG artistic expression or a hodge-podge pile work of love and deadlines?
 


There's an interview with Rozz Williams, who was one of the least mainstream musicians out there, where he talks about how he refused to listen to Nirvana, because "they were too popular, like Star Wars." Then when Pat Smear of The Germs joined he gave them a listen and thought they were great.

In hindsight, it's also hard to imagine a band as heavy and at times ugly-sounding as Nirvana being as popular as they were then in today's music environment. Smells Like Teen Spirit has some serious crunch, and In Utero is an abrasive masterwork.
I live in Nirvana territory. I was in high school when Kurt died, and a lot of my friends were personally traumatized -- not because he was a rock star, but because he was either their friend or a sibling's friend. Some of my colleagues grew up playing baseball with him.

I still hate his music. Automatic station turner if it comes on.
 

Alzrius

The EN World kitten
What did they rea;;u make inoffensive besides not calling them demons and devils (batezu and something?) and not having T&A pictures?

Was the 1e DMG artistic expression or a hodge-podge pile work of love and deadlines?
The assassin class was removed, as was the half-orc.

Of course, the thing to remember is that all of these eventually came back. The assassin returned as a thief kit in PHBR2 The Complete Thief's Handbook (1989). The demons and devils returned (now with the names "tanar'ri" and "baatezu," respectively) in MC8 Monstrous Compendium Outer Planes Appendix (1991). We saw the half-orc return in PHBR10 The Complete Book of Humanoids (1993).

Even the use of "demons" and "devils" started to float back in toward the end of the 90s (more so after WotC bought out TSR).

Please note my use of affiliate links in this post.
 

My suggestion: people notice when it appears to be more corporate and calculated. Products for D&D are carefully marketed and targeted for sales and effect, which is all fine in principle but tends to work against experimentalism and innovation. This is especially obvious to gamers who are also familiar with computer gaming, which is deeply in thrall to corporate marketing design strategies aimed at maximizing monetization of the product.

You can, of course, find lots of experimental works and interesting and unusual new stuff in the indie RPG crowd, though, so the issue (as I see it) is mainly with WotC products and the key support network which surrounds D&D 5E as a brand. For me personally I am not bothered by this, but I do understand what the OP is having issues with.....I just do my own thing, and stick to what I like (and honestly I think WotC's strategy is producing some great stuff, so ymmv). The fact that D&D 5E is so popular just means its easier than ever to get a game together, as I see it.
To build on this: the inverse would be a bold, experimental, avant-garde official product that's pushing the game in new directions, trying new things, and failing half the time but that's okay because we can fix the numbers ourselves faster than we can invent all-new content. In other words: late 3.5 stuff ain't happening. The official stuff is kinda bland.

If you want innovative content, you have to go to third-party stuff. (Of which there is plenty.)
 

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