Gus L
Adventurer
Of course ... the right referee can make most anything work .... but that doesn't get to what I'm talking about here - 1) I think a high level of design complexity without clear instructions is both messy for old hands like us, and too nuanced/confusing for people who are new to the hobby. 2) A ghost mechanic isn't a fruitful void or an alternate play style - it's a spectre haunting the system - for a most referees its a confusing addition that makes play more complex while adding next to nothing and distracting them from the important parts of the system. For those who want the old or alternate play style ... it's a sad intangible reminder.Gus - some ghost rules create cover for a variant playstyle (perhaps more supported in another edition) hence their undeath ?
also a game design can be incompetent and not support the playstyle it purports to espouse
To be less melodramatic ... when I introduce someone to OD&D I tell them "My game is about dungeon crawling in a dangerous world where life is cheap - play a bit like you're in a horror movie or spy thriller, not a video game or fantasy anime and you'll likely have a better time."
I wish flagship products by WotC (and a lot of indie games to be fair) did something similar rather then saying "This is the D&D/RPG experience". Now if 5E had done what some of the early design discussions suggested and had create a sort of bare bones d20 system with setting and play style creating additions - I think that would have been amazing. One could have had a warbands/tactical skirmish system set in Spelljammer land with space crews battling each other, a heroic wilderness game on Arathas, a Greyhawk high lethality dungeon crawl to demesne game system and a Forgotten Realms fantasy heroes light tactics game... rather then simply the last promising to deliver all the others if one just imagined hard enough.
More generally I don't like designers trying to smuggle multiple play styles into their games - either with half baked vestigial rules, or even effort to make some kind of general universal roleplaying game system. Own how you want your game to play and build towards it with mechanics, setting and adventure design ... but most of all let the reader/referee know what you are putting down and why.