WotC WotC needs an Elon Musk

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Other point I have read Blackrock and Vanguard, the most important investment funds in the world, have changed of the owners, and this could cause a radical revoluntion in the global economy, and also in the entertaiment industry.

I may be misreading here, but this is an odd statement. I worked for Vanguard for several years up until a couple of weeks ago, and I heard nothing of this.

Vanguard has an unusual ownership structure in that it’s owned by its investors in proportion to their investments. They can’t just ‘change owners’.
 

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codo

Hero
Well, I hope they keep making them as long as they can. Keeping Disney in the black isn't my responsibility, and I'd rather content creators makes stuff I like than stuff I don't. I'm sorry if that somehow makes me a monster.
I am sorry, but I am not trying to call you a monster. I was just saying what you want would not be profitable for Disney. It is fine that you want what you want. There is nothing wrong with it. I just disagree with you. Just because someone disagrees with what you say they are not calling you a monster.
 

Vaalingrade

Legend
I feel like it's a bit pretty wild to characterise people as pigs for not having identical tastes to you, dude. I mean even to me, a sassy wanker, that seems out of line and a little extreme.
Didn't characterize anyone any way. It's just what it sounded like. I'm from the country, I've heard sad oinking.
 

Chaosmancer

Legend
Right, so canon of their own doing, which essentially boils down to the writing and plotting.
We shouldn't move the blame from piss poor writing and plotting to the nebulous term canon.
People messed up, badly. It is not some quasi-external force they had no control over.

"canon of their own doing, which essentially boils down to the writing and plotting." So... you define canon as just writing and plotting... which is true. Canon is generally written and involves the plot, but then.... "We shouldn't move the blame from piss poor writing and plotting to the nebulous term canon." Huh?

You want to define canon as just writing and plotting, then say that bad writing and bad plotting shouldn't get shifted to canon? Why not? The entire problem is based around the concept of canon. And this isn't making canon some "quasi-external force" they cannot control. Canon is like juggling knives. Small numbers of knives are easier to juggle than large numbers, it doesn't make the number of knives an uncontrolled outside force, but if someone cuts themselves because they went from juggling three knives to thirty, the problem is likely the number of knives they were juggling. And no matter how amazing a juggler you are, no matter how skilled, there is a limit to how many knives you can safely juggle without incident. So we have seen from canon, the larger it gets, the harder and harder it is to utilize. And especially as multiple creatives involve themselves in the same plot, the harder and harder it is to keep a handle on it all.
 

Chaosmancer

Legend
You really didn't get the impact of the final scene of Wandavision with the Darkhold, did you?
Considering I never saw Wandavision myself? No. Hard to understand something you never saw.

However, I trust the people whose review I was pulling this from (They have done an immense amount of good literary, movie, Television and even comic review). They also mentioned that now Doctor Strange has the Darkhold. Does that mean he is going to murder-monster people? Is that the impact of the Final Scene of Multiverse of Madness?
 


Micah Sweet

Level Up & OSR Enthusiast
I am sorry, but I am not trying to call you a monster. I was just saying what you want would not be profitable for Disney. It is fine that you want what you want. There is nothing wrong with it. I just disagree with you. Just because someone disagrees with what you say they are not calling you a monster.
Ok, what do you want them to make then? What would make you happy?
 

Vaalingrade

Legend
Considering I never saw Wandavision myself? No. Hard to understand something you never saw.

However, I trust the people whose review I was pulling this from (They have done an immense amount of good literary, movie, Television and even comic review). They also mentioned that now Doctor Strange has the Darkhold. Does that mean he is going to murder-monster people? Is that the impact of the Final Scene of Multiverse of Madness?/spoiler]
Probably.
 

Chaosmancer

Legend
Agreed on all.

However, those ten zombies aren't (usually) the only thing the party will face in a given day/adventure; and the system has a lot to say about accessing the loss condition over a period of time - a series of combats where each one leaves you with fewer resources.

5e waves at this with its stated intent of a 6-to-8 encounter day; but that's unsustainable in most reasonable settings (and anecdotally from what I read on this forum, it seems many don't run it that way), and the characters still get everything back the next day - there's no ongoing attrition to speak of.

You aren't making sense.

You agree with me that the difficulty lays with the DM to formulate the encounters. You then state that resource attrition over the day is something DnD does. Cool.

You then state that 5e was balanced around 6 to 8 BASELINE encounters (my emphasis added) but that that number of fights is unsustainable. Well... cool? Maybe it is hard to have 8 fights in an adventuring day, but then you just need to alter the fights to suck the same number of resources. Again, this is a pure DM tool. Ten Zombies doesn't drain the same number of resources as ten zombies in a maze filled with poison gas. But the base game, and the base assumption of 6 to 8 encounters, only assumes ten Zombies.

So... if you want the same resource attrition, but in fewer encounters, you just increase the difficulty. Not hard.

And as for getting everything back the next day.... how is that bad? You are saying that there is no ONGOING attrition, but the game isn't balanced around ongoing attrition, so why does this matter? It may not be something that YOU like, but it doesn't matter if it is daily or weekly recovery from the perspective of the game balance. The recovery period is just the recovery period.

And if the DM tries to add in any lasting attrition the system quietly encourages the players to fight against this.

So? If the player's don't want a lasting attrition system, why try and force it on them? It doesn't matter if the system encourages or discourages it, all that matters is if the players accept it and want it.

Agreed about having the tools; but examples of how they'd look in use would be helpful too, for a new DM. The Gnoll example I gave might be one such.

Sure, examples are nice. But examples are never required. Again, your initial point was that the health of the game was at risk because the designers were too scared to give the tools to the DMs to make things difficult. That's now false, you have the tools. But now is the health of the game based on having examples provided to you? That's a weird take

I kinda disagree there. Making things easier is - in complete isolation - neither easier nor harder than making things more difficult. But you're not doing it in isolation. You've got players, and they are going to react to the changes you make - almost invariably with pleasure if-when you make things easier and with displeasure if-when you do the opposite.

False. My players have never reacted with displeasure when I make things more difficult. And in fact, I've seen many people complain about things being too easy and being boring. The thing is, too easy and too difficult are both bad. Both are bad for players. You always want to be between the extremes.

And, in actuality, it is more conceptually difficult to tone down a monster without making it too weak, than it is to increase the difficulty of a monster. Addition is just easier than subtraction.

And I'm more or less fine with this. The game expects a certain degree of buy-in and always has. It's not for everyone.

That said, char-gen has been overly complicated ever since 2e; even 1e was a bit much if one went by RAW.

And it is now easier than it was in 3.X. If we aren't lower than 1e Character Creation difficulty, then complaining it is too easy or too few options makes no sense.

I may have more experience as a DM (not sure about that) but none of it is with 5e - you'd have more of a sense of how to tweak 5e than I. My approach would probably start with a sledgehammer and end up with something nigh-unrecognizable as anything 5e-based.

That is because you have purposefully avoided playing 5e. That speaks nothing to the system being badly designed.

My issue is this: that which a new player starts with becomes that which that player quickly becomes accustomed to. Thus starting hard then easing off is likely to produce happier players in the long term (as they're already familiar with the game being difficult) than is the reverse.

False. You don't introduce a kid to baseball by throwing 90 mph fastballs they can't hit, or being harsh on fouls. You start with a ballstand and a wiffle bat. And sure, some players never want to play the game beyond that, but those that enjoy the game often start to find it too easy, and seek more of a challenge.

I have first hand experience with this. I used to enjoy playing chess. Those family members who knew the game and would play with me took a policy of never "going easy" on me, so that I would "learn right". So, chess became this game I lost constantly and never had a chance of winning. That's boring, so I stopped playing. Anyone who would ask me to play now would be far better than me, so I'd lose, so no point in playing.

DnD starting easier is a good thing. Because for as easy as you think it is, I've seen the new players first hand. They are struggling with the game. They would quit if it was suddenly made much more difficult before they've had a chance to figure out the game at this level.

And yes, that can be frustrating. I've never had a group that I felt confident I could go all-out against as a DM. I wish I could sometimes. But that's not a bad thing, because I've also gotten multiple people hooked into my favorite hobby.
 

Chaosmancer

Legend
I don't mind narrative play either, but the narrative I'm keen on is usually bigger than just that which affects my character: it's the narrative or story of the company/party. That story carries on regardless of which character I happen to be playing at the moment; and sometimes having different characters means one just fits in better in the moment than another.

Example: in the game I play in we just got done with an adventure that really had my #1 mage's interest, as it had to do with thwarting an invasion of her home country. But after that adventure I pulled her from play as she's got a laundry list of downtime stuff to see to, meanwhile the next adventure (currently in progress) involves fulfilling a quest that, once done, will rid the land of a lich. My goody-good Cleric is all up into that, so into the party he comes!

For a lot of us? That downtime activity is part of the game and we would be frustrated not being able to go through it and instead writing it off as the unimportant part while we take another character on a different adventure.
 

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