Lanefan
Victoria Rules
Fine. Push away. But it's a game, and games involve both moments of winning and moments of losing; and players not willing to accept in good sportsmanship those moments of losing aren't a good fit for any game. D&D is not exempt from this.Do you understand, then, that this specific sentiment is why you will--always--get pushback?
"I don't mind those people being excluded from the hobby" becomes "I don't mind you being excluded from the hobby" when the preference you're talking about is widespread and more common than your own preference.
That's the problem here. You don't care whether a preference opposite your own is allowed on the playground or not. And that will absolutely guaranteed ALWAYS get pushback.
The only time a brand-new player should need to stick through that period of trial and error is if-when the DM is also brand new. You're all learning the game together and, fact of life, there's going to be slip-ups.And this is the second thing that will get you a ton of pushback.
Why should a brand-new person stick through that trial-and-error?
In any other situation the DM will have already more or less gone through that trial-and-error period
A fun game is, one hopes, what they're getting. Not every error is a tragedy. Some DM errors lead to grand tales re-told for ages.That's the thing you're not explaining here. Why should they bother with something that requires literal years of trial-and-error before they develop the gut-instinct required to make a system work properly? What value are they getting during those years, apart from "very slow accretion of intuition", that makes this process worthwhile?
To me it's like most things: practice makes better even if it doesn't always make perfect.Because from where I'm sitting, this is like telling someone, "Well it gets good once you've played for 500 hours" when they complain that the beginning isn't fun. Their reply, in nearly all cases, is going to be, "Why should I do this, then, when I can get 500 hours of actually having fun doing something else?"
Meh - I'm still, I think, growing and developing as a DM and I've been at it almost non-stop since 1984. It's a neverending process.Note that I'm not defending the ridiculous, risible notion that games should be instantly 100% amaze-balls fun from the first instant. It's okay for a game to require some time to grow and develop. I'm instead putting forward the rather more modest assertion that this lead-up, grow-and-develop period should be not just temporary, it should be as short as the designers can reasonably make it.