Thank you all for the good discussion so far.
Now, after all is said and done, it would be awesome if they did some summary analysis of the playtest feedback, because I think it would be extremely effective in helping us understand where they are coming from.
[MENTION=697]mearls[/MENTION] has mentioned he might do a public post-mortem of the 5e design and playtest process some day. I hope he does. It would be fascinating.
Not that I really blame Mearls, it was just a bit of off-the-cuffery in the moment. I'm reasonably confident that's not the tone he was intending, and I don't want to read too much into this offhand little statement.
I'm quoting this part for you to remind us all you said this as well as the "badwrongfun" part.
But it's not a shining moment, because it basically implies that there's ways to play that the design team basically regards as low-quality, dull experiences. And if your goal is to make a big tent and cast a wide net, that's not an implication you wanna give out a lot of.
I agree they shouldn't, for instance, make fun of people who want 5 minute short rests. Neither should they ridicule people who want 8 hour short rests. Those are different play styles people genuinely like for various reasons.
However, if the designers think a style of play is boring and they have that supposition backed up by player feedback, I'm okay with them calling it boring. It helps if I agree, certainly. But I like tracking spell components, and they think that's boring, too. That's fine. It probably is.
Second, we have rules that don't work as intended in the way they are written. If Magic Missile was more powerful than Fireball, but we insulted people who decided to pick just cast Magic Missile ("Oh, that's just such a BORING spell"), that doesn't suddenly make the issue one of playstyle differences.
I agree with your distinction. I disagree with your point that Mearls was referencing rules (I almost brought up which rules) that don't work as intended. My take from what he said was, /shrug "working as intended". If people want to play that way they may, we aren't going to stop them. That seems different from saying, "magic missile is awesome when we didn't want it to be? Oh well."
That good DMing can't be counted on everywhere all the time and in every instance, so I don't think we should accept "it's not a problem for a good group!" when looking at rules issues, because that's always true. No rule is ever a problem for a good group. It doesn't make it a good rule.
Again, I agree. I just interpret him as saying "this is only a problem for a boring group (not a bad group) and even then it's not a problem because they like to play in a way I find boring". (Not an actual quote, just me making stuff up).
I will grant this is a weird analogy, but it illustrates what I want in a ruleset:
Good analogy. I, too, want a picket fence.
There's a disconnect I'm seeing between the way people actually play games, and the way people analyze rules, and those two things often have absolutely nothing to do with each other.
I agree. I think this is why Mearls, in his latest L&L article, mentioned annual surveys to see if things were
actually problems in
actual play. That seems huge. Instead of seeing bag-o-rats as a problem discussed on boards and then implementing changes, they are going to ask people, "hey, is bag-o-rats a problem at your table". Then they'll only fix things when people respond in the affirmative.
I would characterize the design philosophy differently.
Empirical vs. Theoretical.
Agreed, see above.
I've also been reflecting that the approach to rules for the last couple of editions was more rules-as-science (RaS), and for 5e and earlier editions it was more rules-as-art (RaA). The former is less hospitable to inexact language. The latter sometimes prefers inexact language, as it lets individual tables have individual experiences.
They have designed the opposite of a CPRG.
I think this was their only real path to survival.
Some experience for Thaumaturge for starting a good thread! Wait. What? Ooops.
I came in at a time unique to most of you probably. I am 35 and I just started playing halfway through Murder in Baldur's Gate when the September playtest packet came out.
Wow. Welcome to the hobby.
With regards to SWW (sorry!),
As for your experience points Thaumaturge, we all must aspire to exceed our original hopes and dreams and press on. You will be level 10 soon...
I've noticed my players changed from "whatever man" players in old editions to "these are the exact rules and we must follow them exactly" when we made the switch to 3rd and Pathfinder. I believe this has to do with the prose in the book. Old editions were written in a "DM is the boss, do this if you like" prose while new editions clamped down the exact rules and strangled the authority of the DM.
I went through this exact change. And now I'm back. I hope to stay this time. More precise language seems to breed an expectation of exactness.
Thaumaturge.