D&D General D&D 2024 does not deserve to succeed

No, but I can see why it looks that way.

What I was hoping to get was an admission that when playing the game with players, they are the story. It is only a game because there are players. Otherwise it is just DM fiction. You can have the most robust and independent world building (and I love that myself - I mean 99% of the monsters I make never make it to the table), but it is not a game, it is not an RPG if you don't have players and they are not front and center to their stories.

Sure, I don't have any issue with that.
During play, the PCs actions are front and center, but I object to referring to that "the story".
 

log in or register to remove this ad


Micah got what they wanted, so it was a success from their prospective. Just not a success for the company.
sure but saying it was no mistake given the results crossed over from ‘so what if it killed them, I still rather have all the books’ to saying creating them was not a mistake for TSR either from how I understand it
 

During play, the PCs actions are front and center, but I object to referring to that "the story".

As the saying goes "Wherever you go there you are." Which for D&D "Wherever the PCs go there the adventure is."

I also have general ideas of things going on that the players may or may not be interested in. If it's potentially relevant to the current campaign, it doesn't matter if the PCs are involved or not. If it's not potentially relevant to the current campaign then I see no reason to keep track of it other than perhaps to write some notes down somewhere.

But nothing in there really contradicts that the PCs are the center of the action. You may not consider how the PCs are interacting with the world around them a "story" but I don't think it really matters. On the other hand, I see no reason that slower recovery or this style of play requires multiple PCs per player even if it does potentially require significant downtime for rest and recovery. It just means that the PCs may have to weigh achieving goals at a higher risk because they aren't at full health or resources.

I also don't see this as being particularly "narrative" driven in the sense that I understand the word being used. Yes, the PCs will generally know the level of threats and I'll direct them towards threats they can handle. If they really wanted to go take on that dragon at first level, I'll make it clear that they'll fail. I may not even bother playing it out. But it's always their choice of what they pursue or ignore.

On the other hand, sometimes it's logical for the bad guys to capture or not extend themselves too far chasing after retreating PCs. After all the NPCs may not know that the group that just attacked is the only group, if the guards leave their post, this could just be a feint for another group. In addition, a game is no fun if they have no idea what kind of threats they're going to face, so virtually every game leads you to take on enemies you can survive. If you want to call that gamist ... I guess it is to a certain degree. I call it "We don't have unlimited time to play the game so we're going to have challenging encounters that are not automatically deadly." That, and I acknowledge we're playing a game, not simulating a real world. Even if I want it to feel relatively realistic.
 



Of course. I just don't accept that it was a mistake in light of the results.
Ah. Definitely a mistake by the people who made it, but had a good outcome for the bystanders.
I can't help but think that the OGL crisis was similar: WotC made a mistake that cost them a lot of trust and some custom, but it is one of the better things to happen to the TTRPG community overall. It has sparked interest and innovation in alternatives, and pushed WotC to formalise giving away even more of their product to the community for free.
 




Remove ads

Top