Pedantic
Legend
Yes, like I said, you get it from both sides.It's not either, or. They're not mutually exclusive. They both point to the same conclusion: it's pointless to try to write rules for everything.
Bullnaughty word. You can get more than close enough for television on both fronts, by determinining what's likely to happen, and by maintaining a professional stance that requires an internal division of labor and it's only ideological purity on both sides that prevents anyone from trying.First, you literally can't write comprehensive rules for every possible situation that might come up. Second, even if you could, the referee is still in charge of the game and decides everything that's in the world, including the difficulty you're rolling against.
Do I look like a game designer? I'm arguing about TTRPGs on the internet!So do it yourself.

In all seriousness, I do what I can and I pay the few people doing things I like to keep doing them as I can. I'm proud to be one of Scott Gearin's incredibly few patrons among other things, for example.
But as a design ethos and a norm, they very much are dead and that is a problem. I can believe 3e was directionally correct, and yet also not fundamentally very good. I have hacked and researched and put together the corpses of old 3PP, fan projects and so on to get it closer and I'm not displeased with the outcome, but that is not what I actually want. I want new and interesting designs and expansion of ideas that frankly still feel pretty nascent to me.No, it's not dead. There's still Pathfinder and you can still play 3X to your heart's content. Limited only by the willingness of others to play with you or for you to play solo.
Yes, I know very well what happened with 5e, and the world being what it is play a lot of modified 5e with precisely that kind of 3PP, and it isn't fundamentally what I want to be doing or discussing, or finding community around, but needs must and all that. It's simply tiring to have no progress and to feel part of an excluded middle.3X and 4E are the high points of "mechanics for everything" in D&D design. The players and designers simply got tired of it, exhausted by the rigor, so abandoned it for "rulings not rules." Nothing's stopping you or others from designing that way. A lot of other games do, along with a lot of 3PP supplements for 5E.
I've always found the "many flavors so everyone can get what they want!" arguments disingenuous. If what you want is a heavy ruleset that attempts to cover all eventualities, you actually need a quite large company quite regularly publishing product unless you're going to use an older system. It's only when you're dealing with lighter rulesets or more generic resolution models that you can have a flourishing diversity, because those products require less work and support to maintain and use. It's why it's so frustrating that those games are dead; there was design progress left there, and I don't particularly like being told we're done with it.
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