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Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
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<blockquote data-quote="EzekielRaiden" data-source="post: 9438331" data-attributes="member: 6790260"><p>I genuinely don't understand how it wouldn't. It's literally both the guide that new DMs would turn to and the reference manual for session to session play. How could a badly-made DMG <em>not</em> make the game difficult to DM?</p><p></p><p>You keep citing the advice on the internet as though it's uniformly good and easily accessible. Neither of these is true. There's reams of absolute trash DM advice out there, and even more reams of advice that is only good for experienced, well-versed DMs who know how to handle stuff.</p><p></p><p>And even without all of that? The culture-of-play for 5e for at least the first three or four years after launch was "you're the DM, you figure it out." There was <em>active</em> resistance to giving advice to DMs for a long, long time. It took the community as a whole realizing that telling brand-new, fresh-faced DMs that sort of thing <em>tended to drive newbie DMs away</em> for them to realize "oh, maybe we should be actually <em>providing advice and guidance</em> rather than throwing newbies to the wolves and expecting them to come back with pelts..."</p><p></p><p>The old hands had nearly everything they could have asked for (except robust novice levels and actual support for survival challenges). They pissed this advantage away by presuming "sink or swim" would produce lots of great swimmers. It didn't, and the hobby as a whole will be paying a price for that for years to come. Rewriting the DMG and addressing the serious problems with 5.0's initial culture-of-play won't be enough. The damage is already done. It's a Red Queen's race, and 5e started off <em>running backwards.</em></p><p></p><p>5.0 was written for seasoned poets who just need a jumping off point every now and then. It was then given to middle school children, expecting them to be able to use tools and techniques meant for Wordsworth and Frost and Plath. Now, we've had a decade of middle-schoolers who grew up trying to imitate the masters without having the fundamentals first. That's not something compensated for (let alone <em>overcome</em>) overnight, and it's <em>definitely</em> not something that merely changing your attitude and rewriting the textbook could possibly fix.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9438331, member: 6790260"] I genuinely don't understand how it wouldn't. It's literally both the guide that new DMs would turn to and the reference manual for session to session play. How could a badly-made DMG [I]not[/I] make the game difficult to DM? You keep citing the advice on the internet as though it's uniformly good and easily accessible. Neither of these is true. There's reams of absolute trash DM advice out there, and even more reams of advice that is only good for experienced, well-versed DMs who know how to handle stuff. And even without all of that? The culture-of-play for 5e for at least the first three or four years after launch was "you're the DM, you figure it out." There was [I]active[/I] resistance to giving advice to DMs for a long, long time. It took the community as a whole realizing that telling brand-new, fresh-faced DMs that sort of thing [I]tended to drive newbie DMs away[/I] for them to realize "oh, maybe we should be actually [I]providing advice and guidance[/I] rather than throwing newbies to the wolves and expecting them to come back with pelts..." The old hands had nearly everything they could have asked for (except robust novice levels and actual support for survival challenges). They pissed this advantage away by presuming "sink or swim" would produce lots of great swimmers. It didn't, and the hobby as a whole will be paying a price for that for years to come. Rewriting the DMG and addressing the serious problems with 5.0's initial culture-of-play won't be enough. The damage is already done. It's a Red Queen's race, and 5e started off [I]running backwards.[/I] 5.0 was written for seasoned poets who just need a jumping off point every now and then. It was then given to middle school children, expecting them to be able to use tools and techniques meant for Wordsworth and Frost and Plath. Now, we've had a decade of middle-schoolers who grew up trying to imitate the masters without having the fundamentals first. That's not something compensated for (let alone [I]overcome[/I]) overnight, and it's [I]definitely[/I] not something that merely changing your attitude and rewriting the textbook could possibly fix. [/QUOTE]
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