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5.5 and making the game easier for players and harder for DMs
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<blockquote data-quote="Cap'n Kobold" data-source="post: 9396816" data-attributes="member: 6802951"><p>In my personal experience such problem players are very rare as adults, and this seems to be borne out by the people posting on the forums as well. There are maybe four posters who regularly post about how dysfunctional their players/groups are, and most of the other posters seem to regard this as unusual as well. Other sources of media seem to back up this concept that most D&D groups get along fairly well together and don't have people ragequitting on a regular basis.</p><p>Hence why I stated my opinion that this behaviour is quite rare, and why I was curious as to whether there was a common factor between those problem players that could be isolated.</p><p></p><p>If you are particularly invested in "disproving" my opinion and can word it in a suitably neutral fashion, feel free to start a poll.</p><p></p><p>Your belief that it is" a vanishingly small group of players getting massively outsized focus from wotc that impacts <em>every</em> other group" is interesting though. What is the demographic that is being targeted here, and why would a company decide to market to such a small slice of their customers rather than go for the more widespread appeal that 5e is known for? As a corporate entity, they will have reasonably decent marketing demographic analysis, so they will likely be aware of what they are doing, so why would they choose to?</p><p></p><p>No, there is no blame being pinned, other than on the problem players themselves. I don't regard them as victims of "hoodwinking" because I was able to understand what that media was getting at and it didn't turn me into a problem player. Frankly I do not think most DMs would be capable of actually turning normal players into such problem players even if they tried.</p><p></p><p></p><p> What is the connection between the Stormwind fallacy (optimisation is not mutually exclusive with roleplaying) and play acting? I understand it can be a way of getting into character or distinguishing the character's speech from the players, but play acting is not required for roleplaying, and nothing to do with the Stormwind fallacy.</p><p></p><p> Not sure what I can tell you there. I've seen more deaths in my 5e games than my BECMI ones. </p><p>The thought that PC death should be regarded as driven by natural selection and evolution is a little weird though: Generally PCs dies from either a string of bad luck or bad decisions. Is the idea that after having their character die, a player will create one that is more optimised and less likely to die again?</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 9396816, member: 6802951"] In my personal experience such problem players are very rare as adults, and this seems to be borne out by the people posting on the forums as well. There are maybe four posters who regularly post about how dysfunctional their players/groups are, and most of the other posters seem to regard this as unusual as well. Other sources of media seem to back up this concept that most D&D groups get along fairly well together and don't have people ragequitting on a regular basis. Hence why I stated my opinion that this behaviour is quite rare, and why I was curious as to whether there was a common factor between those problem players that could be isolated. If you are particularly invested in "disproving" my opinion and can word it in a suitably neutral fashion, feel free to start a poll. Your belief that it is" a vanishingly small group of players getting massively outsized focus from wotc that impacts [I]every[/I] other group" is interesting though. What is the demographic that is being targeted here, and why would a company decide to market to such a small slice of their customers rather than go for the more widespread appeal that 5e is known for? As a corporate entity, they will have reasonably decent marketing demographic analysis, so they will likely be aware of what they are doing, so why would they choose to? No, there is no blame being pinned, other than on the problem players themselves. I don't regard them as victims of "hoodwinking" because I was able to understand what that media was getting at and it didn't turn me into a problem player. Frankly I do not think most DMs would be capable of actually turning normal players into such problem players even if they tried. What is the connection between the Stormwind fallacy (optimisation is not mutually exclusive with roleplaying) and play acting? I understand it can be a way of getting into character or distinguishing the character's speech from the players, but play acting is not required for roleplaying, and nothing to do with the Stormwind fallacy. Not sure what I can tell you there. I've seen more deaths in my 5e games than my BECMI ones. The thought that PC death should be regarded as driven by natural selection and evolution is a little weird though: Generally PCs dies from either a string of bad luck or bad decisions. Is the idea that after having their character die, a player will create one that is more optimised and less likely to die again? [/QUOTE]
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