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General Tabletop Discussion
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Do PCs at your table have script immunity?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8478893" data-attributes="member: 42856"><p>In my experience, speech is more heated when expressing opinions and preferences instead of argumentation. Demonstrative speech is often much more muted (because if there is nothing to add after a proper demonstration). I have never heard anyone yell a syllogism <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f923.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":ROFLMAO:" title="ROFL :ROFLMAO:" data-smilie="18"data-shortname=":ROFLMAO:" /></p><p></p><p></p><p></p><p>I agree it me be "logical" (or simply, expected) for a product like a DMG to contain overall advice not specifically centered on rules. However, it might depends on the target audience. A "What are RPGs" section is useful in a product aimed at a wide range of people (who might not be player but have heard of D&D because of a film or Stranger Things or a CRPG and bought the PHB because that's what you might stumble upon, however they are a feature that sounds strangely when the product is aimed at people who obviously already know what are RPGs (like some niche RPG games... Such sections would be unhelpful in MLWM or DitV, for example, or even in LU, because I expect all LU players to have read the PHB at some point). Same with more specific advice: at some point, rehashing advice one is already familiar is basically making one buy the same advice again and again across multiple products. When it comes out first, it's innovative. When it's repeated, it's becoming like "what are those strange pointed dice thingies", a filler paragraph that adds nothing. I understand your point about the appropriateness of such GMing advice in a "general public" product like 5e, but I'd say that it depends on the product when going into more "niche" products, were its usefulness is lower.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8478893, member: 42856"] In my experience, speech is more heated when expressing opinions and preferences instead of argumentation. Demonstrative speech is often much more muted (because if there is nothing to add after a proper demonstration). I have never heard anyone yell a syllogism :ROFLMAO: I agree it me be "logical" (or simply, expected) for a product like a DMG to contain overall advice not specifically centered on rules. However, it might depends on the target audience. A "What are RPGs" section is useful in a product aimed at a wide range of people (who might not be player but have heard of D&D because of a film or Stranger Things or a CRPG and bought the PHB because that's what you might stumble upon, however they are a feature that sounds strangely when the product is aimed at people who obviously already know what are RPGs (like some niche RPG games... Such sections would be unhelpful in MLWM or DitV, for example, or even in LU, because I expect all LU players to have read the PHB at some point). Same with more specific advice: at some point, rehashing advice one is already familiar is basically making one buy the same advice again and again across multiple products. When it comes out first, it's innovative. When it's repeated, it's becoming like "what are those strange pointed dice thingies", a filler paragraph that adds nothing. I understand your point about the appropriateness of such GMing advice in a "general public" product like 5e, but I'd say that it depends on the product when going into more "niche" products, were its usefulness is lower. [/QUOTE]
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