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Consequence and Reward in RPGs
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<blockquote data-quote="Libramarian" data-source="post: 7716254" data-attributes="member: 6688858"><p>You're speaking my language @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=30518" target="_blank">lewpuls</a></u></strong></em>! I largely share your preferences and hope you keep writing articles here.</p><p></p><p>It's interesting that old editions of D&D literally called XP an award while newer editions call it a reward.</p><p></p><p>However I think D&D evolved in this direction not so much to appeal to a broader pool of players, but DMs. Most new DMs do not have the restraint and conscientiousness needed to run Gamist D&D. They gravitate to a storytelling style where they script everything of consequence in advance, and therefore find the greater predictability of modern D&D play a boon.</p><p></p><p>E.g. the reduced risk of PC death is often advocated in terms of reducing player discouragement but I think more important is the fact that newb DMs don't deal well with random PC deaths or extemporaneous resurrection quests interrupting their plot.</p><p></p><p>The players are there for hardcore gamist play. I recently picked up Battlefield 1 and was shocked to see how unforgiving it is for a modern AAA videogame to new players. I must have died 30 or 40 times before getting my first kill. The Dark Souls games of course are also huge sellers while being notoriously frustrating to play.</p><p></p><p>IIRC in the run-up to 5e Mearls/Crawford mentioned that most DMs don't read the DMG so their options for DM training are limited. At one point they said they wanted to make instructional videos. Seems like they expect streamed games to provide that instead but the problem with that is scripted, participatory D&D (with attractive, charismatic players) will win the battle for views every time over procedurally hygienic, gamist D&D.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 7716254, member: 6688858"] You're speaking my language @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=30518"]lewpuls[/URL][/U][/B][/I]! I largely share your preferences and hope you keep writing articles here. It's interesting that old editions of D&D literally called XP an award while newer editions call it a reward. However I think D&D evolved in this direction not so much to appeal to a broader pool of players, but DMs. Most new DMs do not have the restraint and conscientiousness needed to run Gamist D&D. They gravitate to a storytelling style where they script everything of consequence in advance, and therefore find the greater predictability of modern D&D play a boon. E.g. the reduced risk of PC death is often advocated in terms of reducing player discouragement but I think more important is the fact that newb DMs don't deal well with random PC deaths or extemporaneous resurrection quests interrupting their plot. The players are there for hardcore gamist play. I recently picked up Battlefield 1 and was shocked to see how unforgiving it is for a modern AAA videogame to new players. I must have died 30 or 40 times before getting my first kill. The Dark Souls games of course are also huge sellers while being notoriously frustrating to play. IIRC in the run-up to 5e Mearls/Crawford mentioned that most DMs don't read the DMG so their options for DM training are limited. At one point they said they wanted to make instructional videos. Seems like they expect streamed games to provide that instead but the problem with that is scripted, participatory D&D (with attractive, charismatic players) will win the battle for views every time over procedurally hygienic, gamist D&D. [/QUOTE]
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