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<blockquote data-quote="EzekielRaiden" data-source="post: 9098807" data-attributes="member: 6790260"><p>5e has learned a good lesson: Make your game approachable. Avoid unnecessary impediments, as those create quit moments. Aesthetics are very important. The human element is even more important.</p><p></p><p>It has also fallen prey to easy traps of those lessons. The easiest way to make a game approachable is to make it shallow, because it's easy to learn to play something if <em>there's almost nothing to learn</em>. Avoiding <em>all</em> impediments is easier than avoiding <em>unnecessary</em> ones, but that leads to an experience that you slide into...and slide right back out of. Good aesthetics elevate good mechanics into a great experience, but even great aesthetics can't paper over mechanical problems (at least not forever.) You do, in fact, <em>need</em> real human involvement to bring the game to life--but demanding everything from that human element and throwing them to the wolves with a "you figure it out, you're the DM!" merely exacerbates long-standing issues (dearth of DMs, young DMs learning bad habits, higher rates of group dysfunction because folks don't know what they want or don't know how to get it).</p><p></p><p>In various important ways, 5e has done good. To say otherwise would be foolish. But to look on what it has done and say, "Welp, job well done boys, let's pack it in" would be equally foolish. We can, and should, expect things to get better.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9098807, member: 6790260"] 5e has learned a good lesson: Make your game approachable. Avoid unnecessary impediments, as those create quit moments. Aesthetics are very important. The human element is even more important. It has also fallen prey to easy traps of those lessons. The easiest way to make a game approachable is to make it shallow, because it's easy to learn to play something if [I]there's almost nothing to learn[/I]. Avoiding [I]all[/I] impediments is easier than avoiding [I]unnecessary[/I] ones, but that leads to an experience that you slide into...and slide right back out of. Good aesthetics elevate good mechanics into a great experience, but even great aesthetics can't paper over mechanical problems (at least not forever.) You do, in fact, [I]need[/I] real human involvement to bring the game to life--but demanding everything from that human element and throwing them to the wolves with a "you figure it out, you're the DM!" merely exacerbates long-standing issues (dearth of DMs, young DMs learning bad habits, higher rates of group dysfunction because folks don't know what they want or don't know how to get it). In various important ways, 5e has done good. To say otherwise would be foolish. But to look on what it has done and say, "Welp, job well done boys, let's pack it in" would be equally foolish. We can, and should, expect things to get better. [/QUOTE]
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