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D&D 5E D&D compared to Bespoke Genre TTRPGs

IMO, hell yeah! My current Eberron game features investigation, research challenges, challenges to create on the fly rituals, fairy tale sequence, murder mystery/terrorist thriller in a very 3D city, wilderness exploration, city exploration, and I’m planning a serial killer thriller arc, and my wife’s Paladin is working toward creating a new order and revolutionizing her faith, and I’ve got some Zelda-style stuff building involving visiting several manifest zones and completing challenges to bind another PCs sword to the land and find a new home for his people.

It’s not for everyone, but I would be bored in a game that only ever had one theme and gameplay style. Different strokes.
But wouldn't it be better served with a several separate campaigns, set in the same world, where the system would support the genre well and the characters would be tailored for the game?

I tend to not join long campaigns, because my schedule is a bitch and I really prefer knowing how many sessions there will be, but the only time I did, by session 20 or so I couldn't help but wonder "what the hell my action hero character is doing in a game of court intrigues?", and I was the one who actually had any buttons (I was playing a sorcadin with obviously high Cha and prof in all the social skills)! It felt weirder than the GM constantly staring at my damn lips.
 

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See, this just reads as demanding everyone start from your point of view. That's it's bad to skip to the punchline without detailed explanation to a rigor you set if the position differs from yours. It's a strange thing to demand, and comes across as insisting people honor your predilictions while giving you permission to dismiss theirs. Thing is, this is a discussion forum -- not everyone is posting from the same place. This kind of gatekeeping, and it is a mild gatekeeping of the purity of group kind, is much more harmful if embraced than you having to roll your eyes and scroll past a post or four. I'm here to discuss ganes, seek advice, and interact with different viewpoints. I do not wish your brand of purity controls on the discussion. I want people to suggest other games. I'm still playing 5e despite occasionally having to confront such suggestions, and, heck, even after making such suggestions myself. I don't need a safe space from suggestions of other games.

In short, you're suggesting everyone just agree with you, and, if you don't, a detailed list of why you don't must be provided. Nah.
You are stretching really far to get to a conclusion that makes no sense.

I am demanding no such thing. Quite the opposite, in fact. I am suggesting to folks that they should remember that their experience isn’t universal when responding to an advice thread.

Telling someone that D&D “can’t” do heists, or can’t do it well, and they should either play D&D without heists or play a heist specific game, is assuming that your experience is universal and objective, and they’re wrong to think they might have a different experience from you.

Different groups want different things from horror, or heists, or mystery, or fairy tales, and have different gameplay, mechanical, and complexity, preferences.

Hussar has never gotten D&D to do naval combat in a way that they were remotely satisfied with. I, and at least one other person ITT, have. Neither of us is wrong about our experiences, we just want different things from naval combat, and expect different things when modeling something in a TTRPG.

If I started a thread about running naval combat in 5e D&D, and he came in and dropped “D&D doesnt do that. Play something else.” At best, that is a completely useless comment that gives me absolutely nothing.

If another person suggest another game, and notes what it does to facilitate enjoyable naval combat, and why they like it, that is useful information.

If a third person comes in and says, “I’ve tried that and it sucked” and gives some amount of further information about why they feel 5e sucks at naval combat, they’ve actually given advice. I don’t have to take their advice in order to appreciate it, but I can compare it to what my group enjoys, prioritizes, dislikes, etc, and there are several ways I can then usefully interact with that advice.

I can ask clarifying questions.
I can look into the mechanics of the game they or someone else suggests as an alternative, with an eye to avoiding specific problems I’ve been warned of.
I can ask the thread if anyone has had the same problems and found a solution that worked for them.

Expecting someone to just take your word for it, when you are an Internet stranger who has never played with them or their group, is completely ridiculous, and presumptuous.

For the hundredth time; how you communicate is more likely to determine whether you are being rude or otherwise disrespectful than what you communicate, and giving “advise” that amounts to “don’t question me I know better than you” is both useless and dismissive of the person asking for advise.
 

But wouldn't it be better served with a several separate campaigns, set in the same world, where the system would support the genre well and the characters would be tailored for the game?
IDK because I haven't tried, but that certainly sounds like a horrible idea. I can't imagine DM that.
 


Nuance, my dude. It exists.

As I’ve said from the start, giving advice that includes other games that do The Thing, without telling the asker that they’re wrong to want to do The Thing in D&D, is fine.

No explanation “Your premise is bad do this other thing.” Is not.
Sorry, but do you or do you not consider the suggestion for other games to be offensive? We've established you think it's bad advice, but tgat wasn't the issue at hand.
 

But wouldn't it be better served with a several separate campaigns, set in the same world, where the system would support the genre well and the characters would be tailored for the game?
Why? I’m not interested in playing a game about a group of expert detectives. I’m interested in playing a game where a group of people have to deal with challenges of various kinds. I don’t (really) do dungeon crawls, we don’t play mercenaries that are adventuring to make a living, etc. We tend to play games where there are threats to our families, social order, world, etc, and we are trying to stop them because we have knowledge and skill enough to maybe have a chance at doing so. Sometimes we start a campaign with a group backstory and group goals that we are pursuing.

One of the things that is fun about that is to not always be perfectly suited to the challenge in front of you. It is satisfying, for us, when the Hermit Ranger finds a way to get through to the prince through a shared love of the wilds, or the halfling horse thief with no charisma endears the group to the head of a gambling ring, or the Barbarian uses her knowledge of the primal spirits to show proper deference to the house gods of someone the group needs info from, and by doing so gets the witness to a murder to open up to her about her family, and then eventually about what she saw, because the Barbarian is willing to just patiently sit with her and let her talk.

And it is satisfying for us, and for a lot of gamers, to do all of those things with the same characters, gathering experiences, allies, enemies, victories, regrets, and so many wild stories, along the way.
I tend to not join long campaigns, because my schedule is a bitch and I really prefer knowing how many sessions there will be, but the only time I did, by session 20 or so I couldn't help but wonder "what the hell my action hero character is doing in a game of court intrigues?", and I was the one who actually had any buttons (I was playing a sorcadin with obviously high Cha and prof in all the social skills)! It felt weirder than the GM constantly staring at my damn lips.
Other than the creepy GM (shudder. I’m sorry.) all of that, and all that I described above, is a matter of gaming preference.

If we knew eachother IRL and liked playing together in a general sense, I’d likely invite you to our “short story” games, and let you know that you’re always welcome to a full campaign if you want to try out how we do it, but not bug you about if you expressed that you prefer not to do that.

In my recent Hunt For The Silver Spear game, set in my Islands World setting, my wife and our girlfriend have BFF “elf-Orc hot wlw himbo Barbarians”, who even have the same subclass, and we have a kenku bounty Hunter ranger, and a tortle monk, who have been hired to help a guy find a magic spear before the evil colonel of an expansionist empire gets it first. It’s pulp adventure with elements of Indiana Jones and elements of swashbuckling tales like Zorro, in a coastal town with a strange history and a lot of secrets. It’s gonna go about 15-20 sessions, depending on how much they mess around. When the adventure concludes, we will start a new story.

So, I definitely see the appeal of what you’re talking about.
 

You are stretching really far to get to a conclusion that makes no sense.

I am demanding no such thing. Quite the opposite, in fact. I am suggesting to folks that they should remember that their experience isn’t universal when responding to an advice thread.

Telling someone that D&D “can’t” do heists, or can’t do it well, and they should either play D&D without heists or play a heist specific game, is assuming that your experience is universal and objective, and they’re wrong to think they might have a different experience from you.

Different groups want different things from horror, or heists, or mystery, or fairy tales, and have different gameplay, mechanical, and complexity, preferences.

Hussar has never gotten D&D to do naval combat in a way that they were remotely satisfied with. I, and at least one other person ITT, have. Neither of us is wrong about our experiences, we just want different things from naval combat, and expect different things when modeling something in a TTRPG.

If I started a thread about running naval combat in 5e D&D, and he came in and dropped “D&D doesnt do that. Play something else.” At best, that is a completely useless comment that gives me absolutely nothing.

If another person suggest another game, and notes what it does to facilitate enjoyable naval combat, and why they like it, that is useful information.

If a third person comes in and says, “I’ve tried that and it sucked” and gives some amount of further information about why they feel 5e sucks at naval combat, they’ve actually given advice. I don’t have to take their advice in order to appreciate it, but I can compare it to what my group enjoys, prioritizes, dislikes, etc, and there are several ways I can then usefully interact with that advice.

I can ask clarifying questions.
I can look into the mechanics of the game they or someone else suggests as an alternative, with an eye to avoiding specific problems I’ve been warned of.
I can ask the thread if anyone has had the same problems and found a solution that worked for them.

Expecting someone to just take your word for it, when you are an Internet stranger who has never played with them or their group, is completely ridiculous, and presumptuous.

For the hundredth time; how you communicate is more likely to determine whether you are being rude or otherwise disrespectful than what you communicate, and giving “advise” that amounts to “don’t question me I know better than you” is both useless and dismissive of the person asking for advise.
5e is terrible for heists -- it has no support at all for running one. Instead, it has a giant blank space with the words "GM decides" printed diagonally as a watermark. It's 100% true to say 5e doesn't support heists, but it allows for ad hoc rulings. So, your claim that 5e failing to do heists at one table means that advice borne from that is bad entirely ignores that your counter is how it worked ad hoc at yours (or, for many things, how you imagine you're capable of making it work ad hoc at your table). Your counter to personal experience being insufficient is just your personal experience, which is claiming your experience to be better.

In fact, your ask for explanations on how it was tried and didn't work seems facetious, as that hasn't been graciously acknowledged in this thread as a good reason to recommend other games, but instead has been met with either disbelief or attempts to fix it in 5e. Even when extensively detailed, it hasn't been accepted. So, again, there's an argument for how to properly present honest advice in an agreeable way that's shown to recieve the same treatment as one not properly formatted.
 

Sorry, but do you or do you not consider the suggestion for other games to be offensive? We've established you think it's bad advice, but tgat wasn't the issue at hand.
You’re joking.

Buddy, I’m not gonna repeat myself again. I’ve explained my position. I’m done. Either move on or leave me alone.
 

5e is terrible for heists -- it has no support at all for running one. Instead, it has a giant blank space with the words "GM decides" printed diagonally as a watermark. It's 100% true to say 5e doesn't support heists, but it allows for ad hoc rulings. So, your claim that 5e failing to do heists at one table means that advice borne from that is bad
I made no such claim.
entirely ignores that your counter is how it worked ad hoc at yours (or, for many things, how you imagine you're capable of making it work ad hoc at your table).
My argument began as, and has remained, that 5e can support additional rules to change the tone and gameplay experience of an adventure or campaign.
Your counter to personal experience being insufficient is just your personal experience, which is claiming your experience to be better.
This is directly false. My response to personal experience was initially, “okay that doesn’t match my experience, so maybe your experience isn’t universal” and then “Okay, sharing your experience is fine and good. Telling someone that you know better than them, especially with no explanation or reasoning, is bad.”
In fact, your ask for explanations on how it was tried and didn't work seems facetious, as that hasn't been graciously acknowledged in this thread as a good reason to recommend other games, but instead has been met with either disbelief or attempts to fix it in 5e.
Yeah god forbid I explain how I have or would handle a given thing that someone is claiming D&D cannot do, in order to figure out why they think it can’t be done, or in some cases simply because the explanation amounts to a matter of preference about how games should work.
Even when extensively detailed, it hasn't been accepted.
False again.
So, again, there's an argument for how to properly present honest advice in an agreeable way that's shown to recieve the same treatment as one not properly formatted.
This isn’t an advice thread, for a start. It’s a discussion thread about gaming advise and about the nature of D&D 5e and of “kitbashing” games compared to switching games or abandoning an adventure/story idea.

So, no, things suggested in the thread aren’t going to get the same reply as they would in an advise thread. If someone says, “D&D cant do horror” I’m going to explore and challenge that idea.
 

Fair enough. :)

Two things missing. One is the book itself: I don't own it, and nor does anyone else in our crew that I know of, and thus I haven't read it. The other is time: I did my naval combat system up about 15 years ago, long before Saltmarsh - or 5e, for that matter - was produced. :)

If-when I ever get my mucky mitts on a copy I'll certainly be interested in seeing what they came up with.
Oh! I forgot to mention! If you don’t want to buy Saltmarsh, there are cheaper options that just get you the ship stuff, if you’re interested. DMsGuild has some supplements that present what the author feels is an improved ship experience, often with expanded ship model options, and dndbeyond IIRC will let you just purchase that section of the book, for a reduced cost.

I also love digging into this specific topic, so I’d love to read your ideas and share my own, in a separate thread!
 

Into the Woods

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