Lanefan
Victoria Rules
The second paragraph talks about things unrelated to the first. The pitching of a pig product (or campaign) has nothing to do with the intended difficulty of said campaign and more to do with the known shortcomings of that product (or game system) which you have to pitch anyway.IMO, the disconnect is clearly either in the pitch, or in the thing being pitched. It's not the game's fault that your current and/or prospective players don't bite for any idea--regardless of whether it is easy or hard, light entertainment or ultra-serious, casual or hardcore. That doesn't necessarily mean it's your fault either (though I would argue that most campaign premises have some interested people, so if you genuinely come up totally empty that suggests there's a flaw in the pitch technique being used.) It just means there's a disconnect.
Trying to leverage any of that into, "And thus the system should be innately biased to the maximum difficulty, that way I never have to persuade anyone" is innately ridiculous.
For example, if somebody double-dog-dared me to run a 5e (or more extreme, 4e) game and I took them up on that dare, I'd then have to pitch that game to people in our potential-player crew and try to convince them to buy in to it even though I-as-the-pitchman know the problems I am (and, probably, they are) going to have with it. And yes, that's going to negatively affect my pitch; fact of life.
Same as when I sold wireless phones for a living: I sometimes had to pitch and sell phones I knew to be garbage simply because I had a quota to meet for that model. And yeah, it's not a good feeling; and whenever I could I'd steer people to models I knew to be solid and reliable and worth the money.
Not quite.Your argument, as I have understood it, is as follows.
1. My players will not listen to my requests to play in an extreme-difficulty campaign, or at least are intensely resistant.
2. They will not listen (or are resistant) because they are aware that the system does not mandate non-extreme difficulty.
3. Hence, the game should have extreme difficulty as its default value, that way I don't have to convince anyone of anything.
My argument goes more like:
1. If the rules are going to be changed, players in general hugely prefer those rules being changed in their (or their characters') favour over those rules being changed in their disfavour.
2. Most DMs discuss potential rule changes with their players ahead of time and all DMs have to inform their players of the changes once made.
3. Changing the rules in the players (or PCs') favour makes those discussions immensely easier.
4. To be changed in the players' favour the rules have to be in the players' disfavour to being with. Hence, in order to make life easier on the DMs, default the design to high difficulty and leave it to individual DMs to ease it off, either via options in the DMG or outright houserule.
We're a lot more easygoing than that. Odds are high we'd go to one of the "first choices" on the understanding that the other of us gets to pick next time.hat absolutely is not the only nor even the primary usage of the word. I'm sorry that that has been your experience, but it simply isn't representative. Flatly.
Any time you talk with your significant other and agree on a place to eat that wasn't your personal first choice, and also wasn't their personal first choice, that is automatically a compromise. Presumably, you and your SO (I believe you've mentioned that you're married? Please correct me if I'm wrong) would have a delightful time at this third-option restaurant that is neither your first choice nor theirs. Does this mean both of you were "dissatsified" with that restaurant? I don't really see how that could be the case.

That, and the restaurant case falls under "decision that has to be made right now" on the assumption we don't want to go home hungry.
A more common case IME would be, to use a gaming example, where two mutually-incompatible changes to a rule have been proposed and each has support from some of the table but not all. The fairly obvious compromise is to leave the rule as is and adopt neither change, but hard experience tells me to be cynical: whoever says "let's compromise by leaving it as is" (usually someone who realizes their position is currently the less-supported) is in fact punting the discussion down the road to provide time to lobby their opponents into changing their minds...or lobby enough of them at least that if it ever comes to a vote they'll win.
As I don't play the lobbying game, I've lost a lot of these over the years.
And so I've learned the hard way: when someone says "compromise" that's a huge red flag screaming settle it once, settle it now, and shut it down.