Imaro
Legend
But it's not a good example because No Man's Sky doesn't say "Want to use Mechs? Program it yourself!"
The rules for many things for D&D are anemic to nonexistent. Want to fight monsters? TONS of rules to support that experience. Want to be a sailor? A lot less there. Want to shift the danger level? Here's a few suggestions, but we're not gonna really elaborate on why they'll help or what else you can do and (most importantly) why.
Very often the game avoids committing to mechanics in favor of punting that to DMs. They expect DMs to become game designers. But they don't generally offer much in actual and specific advice for game design.
I don't know how better to explain this to you... The Mech design, usage and combat in NMS is anemic compared to say Armored Core that's the comparison I am making. The thing is in Armored Core I can't jump in a spaceship and fly to another planet or participate in a dogfight. NMS doesn't commit to any of these things they leave it up to you as a player to find your fun in the game world, much of that fun isn't about depth in one particular thing but in the breadth of things, regardless of how fleshed out they are, that you can experience in the game.
I didn't do that. I suggested what I think it should do. But I also said that there are multiple paths. A game can focus on a specific player experience and then design toward that. Or it can design for multiple player experiences. I think there should be games of both types. I don't think either is "wrong" or that D&D must be one over the other. I'm not trying to convince you or anyone else that there's a best way.
However, whichever way they go, I think they need to actually support that choice. If their desire is to deliver a game that can support a vast array of player experiences, then I think they need to actually support that decision with the game's design. I don't think that 5e does a great job of that at all. There's some minor advice and some examples of different mechanics that can be bolted onto play... but I don't think a lot of consideration has been given to those mechanics.
Yes but your argument seems to be implying, if not explicitly stating that if D&D goes the array of player experiences route it must provide rules with the same depth as a bespoke experience game for all of them which is an unrealistic expectation and honestly not what I think most players want. See NMS succeeds because it doesn't force you to delve to deeply into any one experience in order to enjoy it.
I think such advice runs the gamut. You can find almost any opinion about D&D online. It's not deadly enough... it's too deadly. And so on.
I think that the books should instruct players how to play the game. Which also means how to run a game as a DM. I don't think that's a crazy assumption to make. The fact that it's even being questioned is a bit odd.
I'm all for supplemental material online. How-to videos and the like. All that would be great. But the books should, in my opinion, provide the foundation for all of it.
And I've yet to hear a compelling argument otherwise. It seems to amount to appeasing players and DMs who have decades of experience, who should already be familiar enough with all this stuff to be perfectly comfortable with it.
And I think it's an antiquated way of looking at how the game should be taught (by reading 2-3 300+ page books) . If anything WotC should be leveraging DnDBeyond along with video tutorials, social media and starter sets to teach the fundamentals and from there you move into the core books. Especially with the rising cost of print materials... it just seems silly to think the core books are the best way to get the fundamentals to new players.