Yep.That's, like, the entirety of WotC's ownership of D&D, right?
Good dungeon design is difficult to do, flat out.
Yep.That's, like, the entirety of WotC's ownership of D&D, right?
It’s a bit comical. At first I thought he was kidding.Did you read his response post? He directly addresses the argument that there’s nothing to key, as well as pointing out multiple other maps in the book that are not keyed.
I tihnk its more of a organizational issue, where the book considers these things seperate rooms, with contents in them, but formats them in a worse kinda trashier way instead of just keying them as normal, for no reason.It’s a bit comical. At first I thought he was kidding.
And the start of the blog post? Next he’ll tell us that video games can’t be art or we shouldn’t watch movies on our phones.
calling them lazy isn't going to get many to agree with your stance. Indeed, I doubt any of them are lazy.I tihnk its more of a organizational issue, where the book considers these things seperate rooms, with contents in them, but formats them in a worse kinda trashier way instead of just keying them as normal, for no reason.
Like sure its a minor thing, but they legit just formatted it worse and its harder to reference in a pile of literal nothing paragraph gunk, for no other reason but ???, its just a odd organizational failure for no reason. And i think its something to be considered and taken a bit seriously, as it shows a bit of laziness and kinda just...incompetence for no real reason, and breaks consistency of design, while replacing it with worse, and less understandable format, then just the basic format.
Like is it as big as Justin is making it out to be? Like the knowledge of keying dungeons is dying or something? No, its obvious looking at the 25 other places here they still got that. Its more of an issue of inconsistency and just laziness, and making the readability worse.
How about the designers explain that their philosophy has changed, so people know what they're getting into?As per the review, I haven't read the product at all but it sounds like it does have some serious problems. That said, Alexander is an old-school dungeon kinda guy, and 5e doesn't really do old-school dungeons with nearly the same degree as seriousness. Note his soreness over the DMG's lack of instruction on "properly keying a dungeon". 5e lacking a dungeon-mapping style guide is a not a black mark on the product/system. It's simply not where the emphasis is for DMs anymore. Open-ended, stylized and mapless dungeons are not inherently worse than the Standard Gygax Crawl (or even the Deluxe Jaquays Experience.)
Of course, if Wizards is going to produce products that attempts to re-create that original dungeon-crawling feel and screw up so bad that the dungeon isn't remotely internally consistent, that's a different story. The Shattered Obelisk sounds like a bad product for a number of purely objective measures. But evolving design sensibilities don't necessarily make something bad just because you preferred the old ways.
Yea and those 3 rooms i have to look through a paragraph of nothing instead of just looking at the key and seeing whats there in a 5 seconds.It’s areas in the same room. And he wants it keyed to three. 3.
Have you read the paragraphs in question, or are yoylu taking the Clickbaiter's word for it?Yea and those 3 rooms i have to look through a paragraph of nothing instead of just looking at the key and seeing whats there in a 5 seconds.
Like, this is just a basic information deliver failure here.