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  1. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I'll point out Umbran referenced that in the second sentence you quoted.
  2. Thomas Shey

    What makes setting lore "actually matter" to the players?

    Because you want to play with specific people, perhaps for themselves, perhaps because you know they'll bring things to the game that curating them out would lose you. Even in the VTT days you don't have an infinite pool to access, and getting people who don't want things you might prefer not...
  3. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I have to note that with many groups the game is first however. This is sometimes even true with groups composed of closer friends, who do other things when the primary goal is socializing.
  4. Thomas Shey

    What makes setting lore "actually matter" to the players?

    That's the alternate to dealing with trade-offs--curating the player group and GM combination. There are various reasons that's not always practical or desirable on other grounds, however.
  5. Thomas Shey

    What makes setting lore "actually matter" to the players?

    On the other hand, the idea that there are many groups that play together for various reasons that have some conflicts about what they want in a game, and some of those conflicts require surrender of some of one party's enjoyment in those areas to the others shouldn't be that radical a concept...
  6. Thomas Shey

    D&D General AI Art for D&D: Experiments

    I'm not sure about the lifting "most" is doing there, but I do know that in any context where one viewed that music in isolation, I suspect probably most people who like its style would consider it good to excellent. And its clearly serving its makers purposes, which seem artistic in part in...
  7. Thomas Shey

    D&D General AI Art for D&D: Experiments

    I'm sorry, but that's just hyperbole, at least with ones that can be done without a support network. Plenty of people produce art, writing and music who don't make money at it. They might not do so as consistently as people who make a living at it, but art drives itself in many people.
  8. Thomas Shey

    What Does "Simulation" Mean To You? [+]

    Well, I agree with that; I just think assuming people are going to not carry expectations is the wrong way to get there. You either need to adjust things so their expectations and the system are in sync, get them to adjust their expectations, or accept they aren't going to work in the game...
  9. Thomas Shey

    What Does "Simulation" Mean To You? [+]

    Well, I think I'd argue that those both are going to set some of how players expect things to work, and if you want to steer around them for any reason, you're fighting against that impulse at least.
  10. Thomas Shey

    Will there ever be new editions of the major systems?

    I suspect its going to be hard to compare the two, because they seem likely to (in most cases) attract very different audiences.
  11. Thomas Shey

    What makes setting lore "actually matter" to the players?

    Well, I'd suggest it got ignored because some people don't agree with it. Once you start seeing nonhuman species as more analogous to ethnicities, well, the world is full of ethnicities, and there have been periods and areas where at least small numbers of a lot of them have intermixed...
  12. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I do not mean offense by this, but adults have trouble having adult conversations all the time. I have to say someone who has not seen that phenomenon has been extremely fortunate in the people they've interacted with.
  13. Thomas Shey

    D&D General AI Art for D&D: Experiments

    I'm curious about your take on something, since you seem to have something of a balanced view here, not always easy to find. I've been finding lately that I've been enjoying a number of YouTube creators who are, best I can tell, composers; that write songs (possibly with AI assistance) and use...
  14. Thomas Shey

    What makes setting lore "actually matter" to the players?

    The term has shifted over time, then; the point with the epithet thrown toward certain kinds of GMs was that they either completely didn't care about what their players get out of the game, or actively felt like players dying was a virtue. Micah is not in either of those from things he's said...
  15. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I was around during the period of the viking-hat GM; Michah's description makes him top down and traditional, but believe me there's a big difference between the two.
  16. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I don't think the basics of my position require "truths", just logic. (Take note, @GobHag if you're genuinely interested). Let's say you have a group consisting of a GM and 5 players. The players want something the GM doesn't. Now, let's acknowledge with a lot of games for structural and...
  17. Thomas Shey

    Pineapple Express: Someone Is Wrong on the Internet?

    Yeah, there are things that come down to pretty much the numbers in play and not much else, and then there are things you need to look at a lot more context and interplay with other parts to assess properly.
  18. Thomas Shey

    What makes setting lore "actually matter" to the players?

    Do you want a real answer to this, Micah, because I absolutely have ones for it, but I don't think you've liked it when I've presented them in the past.
  19. Thomas Shey

    What makes setting lore "actually matter" to the players?

    And I'll answer the same way I did earlier: because a lot of them don't share your concerns and just want a bit of color and look. Nobody says you have to like that, but just as with my comment above about GM power, its a reality you have to, to some degree, deal with one way or another.
  20. Thomas Shey

    What makes setting lore "actually matter" to the players?

    The key word here however is "slow". I'll give you we don't have the full Viking-hat GMing habits as commonly as we did a half-century ago, but in the majority of cases, best I can determine, the predominant person who calls the shots is still the GM, and there's nothing to force them to do...
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