D&D (2024) Do players really want balance?

Why are people so invested in "proving" that D&D isn't a great game or even a good game? That it's only popular because it's popular. It's baffling. Look there are things I don't like about 5e - the level of magic in the game is through the roof for me and I would very much like to strip out about 75% of the spells (which, incidentally, I did) - but, I've been playing it once or twice weekly for ten years. It's obviously something I enjoy doing. Not because of "marketing" or "influencers" but, shock and surprise, it's a pretty good game that runs pretty smoothly.

Funny thing is, I just tried Warhammer Fantasy for the first time recently. Now, I did not like it. I did not enjoy it at all. But, that in no way is a reflection of the quality of the game. That's just me.

Well the thing is with D&D is that there have been so many versions of it that it can be hard to separate out how much of the current version of D&D is popular because of good design or because of inertia. Just about ANYTHING could've been a bestseller (by RPG industry standards) if it was labelled "D&D" in 2024 due to the brand power that D&D has developed.

That said there was a HUGE surge of popularity with 5e compared to 4e and not all of that can be chalked up to Critical Role or Stranger things, for all of the messiness and cludge of 5e it actually really nailed being a compromise in a lot of ways.

Although there was a lot of grumbling from all parties, 5e was a decent enough of a compromise that OSR fans preferred it over 3.*e and 4e, 4e fans preferred it over OSR games and 3.*e, and 3.*e fans preferred it over OSR games and 4e. And while it was most veterans' second choice, being a second choice for a wide range of people was pretty good.

Similarly with new players it was a good compromise in that it let kids nerd out about character options without feeling overwhelmed. My teen-aged son LOVES thinking up lots of different character options and OSR games don't work for him (too simple) and 3.* and 4e character options just overwhelm him. 5e hit a great sweet spot for him and I think that accounts for a lot. Also it helps a lot that unless you're actively TRYING to make a weak character you can make up a pretty goofy character build and it'll hold up OK in a lot of campaigns.

I think the only clear-cut naughty word-up of 5e (as opposed to taste issues) is how the game both assumes that you'll do a lot of fights per long rest and makes fights take a long time. Having an adventuring day that takes so damn long is a big headache in a lot of ways so the game would've been a lot better served with either shorter fights or fewer PC resources (like how the 5e playtest rules gave casters fewer spell slots than the published game) so that they get attritioned down faster. 5e monster design is also not its strong suit.

I'm just not convinced that the people in charge of 5e these days understand that they're walking a fairly narrow line with this compromise so I'm willing to bet that D&D popularity will start to recede in the coming decade.
 

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I'm just not convinced that the people in charge of 5e these days understand that they're walking a fairly narrow line with this compromise so I'm willing to bet that D&D popularity will start to recede in the coming decade.

One reason I'm not so sure about that - 5e is REALLY popular with the younger crowd, couple examples (that blew my mind as an older gamer):

When my son was in elementary school, the D&D club was so popular that 1) they needed to find a bigger room than they had initially assigned 2) There had to be a waiting list because there weren't enough people to supervise/run it initially. My wife (who was on the committee that supervised the clubs) had to field calls from parents begging to get their kids in. Also, the club had about a 55/45 boys/girls ratio.

My son is now in high school, It's a big high school (just under 4k students). The D&D club is one of the (if not the) biggest clubs in the school. And again, it's not quite 50/50 boys/girls, but it's close. Frankly, I wish they'd try/offer some other games, but, apparently, that's not even up for discussion.

Point is, kids seem to be getting introduced to it early and staying with it.
 

You state just below, that the success of the game is not due primarily to its design, but to marketing and influencers.

Ergo, people who play (who number in the millions) broadly are more influenced to play it by that marketing and influencers than by the game itself. How are we to take it otherwise? Do you have some other definition of, "due primarily," that we aren't aware of?
Your ergo is a false conclusion. To say one thing is not the primary cause of something does not imply other things listed ARE the primary cause--which I never stated. I have always attributed multiple factors to the success of 5E, only one of which is design, which I've acknowledged is decent. It is impossible to know just which factor is the primary reason, or even how "primary" such a factor might be. If we could see all the possible factors in a pie chart, there might be a few that are all about the same--contributing to the bulk of its success. Would any of those three be "primary" over the other two if they are so close? Not to me. Your definition of any margin necessary to be considered primary could easily be different from mine. But I care little for aruging somantics, and if it became a point of contention with another poster, all anyone need do is ask and I'll happily clarify to avoid issues. It would be better than them outright assuming they know what I mean if there is doubt.

With respect, you are responsible for representing your own thoughts. If your representation includes an inescapable logic, that is not the reader's fault.
But my thoughts to NOT include "inescapable logic". Going back to my original response to Oofta:
So being popular is a direct reflection of how well they designed the game.
And my response...
Not really. It is popular because of branding and influencers with younger players. It is popular because the onus which once hung on the heads of those playing it is long gone. There are a lot of people out there who like other versions of D&D more or who just outright prefer non-D&D RPGs.
I wrote it is popular due to branding (which includes the legacy factor) and influences, but also:
the onus is gone (or greatly lessened depending on your experiences),
...and in later responses I include other factors such as delivery of product being more available, etc.

And this is what I mean: I write one thing, which in no way implies something else, but people (for whatever reason) read that implication into it. I cannot help or know why someone would do this. It is not my responsibility for what they think or feel. I am clear in my writing (in general--we all make mistakes) and try to be compeletly direct. If someone has an issue they can ask for clarification--it would be better IMNSHO.

I've never said D&D (or 5E in particular) is "bad" design. In fact, in another post I said I am in the group that finds it acceptable. Could it be better (for my personal experience)? Certainly. It could be worse (like 2024 is worse for me) as well.

Yes, I understand you assert this.

Mind you, as a point of logic, this is not subject to our opinions. It is true, or it is not. The reality is not influenced by the feelings we use when knowledge is not available.
I have no idea what connection you are making to my response about this (restated in its entirety below):
Our opinions differ, which I am fine with. I've said (repeatedly) simply that IMO the success of 5E is not due primarily to its design, most of which elements are built on prior editions, but more so due to the investment by WotC in marketing, influencers, wider spread acceptance of gaming and RPGs in general (born mostly from the evolution of the video game industry), and other factors such as the availablity of gaming materials, etc.
Since we have no way of knowing definitively which is the actual truth, is is subject to our opinions. Popularity as a measure of success is subjective and since we cannot ask every single person in the target population, it is and will always remain an unknonw. The best we can do is express our opinions based on what we do know from the limited information gathered and our own experiences.

This cannot be material to the argument. If RPGs in general are more widely accepted, that applies to all RPGs, not specifically D&D. It does not distinguish D&D separate from other games, or apply more to D&D than other games. It is a rising tide that lifts all boats, not D&D specifically.
Of course it can! D&D rises when all RPGs rise. Because it has the lion's share of the market, it rises the most. This (to my knowledge--I could be wrong) was never about the popularity and/or success

Eh, that's weak. There is no real availability bottleneck. Amazon, Kickstarter and crowdfunding, online ordering, the internet, the rise of electronic formats - these are great equalizers of availability. I can go to DriveThruRPG and get surely hundreds, probably thousands of games.

Even before those, back in the age of 2e, White Wolf Games' World of Darkness line paid credible challenge to the supremacy of D&D. Making materials available enough was possible three decades ago, it surely is possible now.
Yeah, not weak. I am (and was) talking about the availability bottleneck that most certainly did exist back in the 80s and even to a lesser degree in the 90s. Prior editions did not enjoy the same degree of success and popularity 5E due to this as a contributing factor. With each release it became less and less of a factor.

Now, today?? I agree, hardly an impacting issue if any at all. I am sure someone somewhere might still have troubles with it... or don't doubt the possibility at least.

While White Wolf definitely started to see some loving, it really didn't retain players as much as D&D did IME. Some people really loved Vampire, or Shadowrun (both of which I played back then from time to time when I wanted a break from D&D). But even then, D&D had good design and widespread appeal for a number of factors--not primarily for the design--we all know a lot of design issues exist then!

Anyway, hopefully I've made myself and my position clear.
 

I'm sure D&D sales will plateau at some point because nothing grows forever. But saying it's going to happen someday is kind of meaningless. It could have hit that point now, it may hit it in a decade or even two (although that last is unlikely). Either way, people that claim the game is in decline will just say "See! I told you so!" The picture is also muddied because you don't need to buy physical books any more.

But even if it maintains status quo and retains approximately the same number of players it does now, if it even drops a bit, it would still be quite successful for the TTRPG market.
 

Your ergo is a false conclusion. To say one thing is not the primary cause of something does not imply other things listed ARE the primary cause--which I never stated. I have always attributed multiple factors to the success of 5E, only one of which is design, which I've acknowledged is decent. It is impossible to know just which factor is the primary reason, or even how "primary" such a factor might be. If we could see all the possible factors in a pie chart, there might be a few that are all about the same--contributing to the bulk of its success. Would any of those three be "primary" over the other two if they are so close? Not to me. Your definition of any margin necessary to be considered primary could easily be different from mine. But I care little for aruging somantics, and if it became a point of contention with another poster, all anyone need do is ask and I'll happily clarify to avoid issues. It would be better than them outright assuming they know what I mean if there is doubt.


But my thoughts to NOT include "inescapable logic". Going back to my original response to Oofta:

And my response...

I wrote it is popular due to branding (which includes the legacy factor) and influences, but also:
the onus is gone (or greatly lessened depending on your experiences),
...and in later responses I include other factors such as delivery of product being more available, etc.

And this is what I mean: I write one thing, which in no way implies something else, but people (for whatever reason) read that implication into it. I cannot help or know why someone would do this. It is not my responsibility for what they think or feel. I am clear in my writing (in general--we all make mistakes) and try to be compeletly direct. If someone has an issue they can ask for clarification--it would be better IMNSHO.

I've never said D&D (or 5E in particular) is "bad" design. In fact, in another post I said I am in the group that finds it acceptable. Could it be better (for my personal experience)? Certainly. It could be worse (like 2024 is worse for me) as well.


I have no idea what connection you are making to my response about this (restated in its entirety below):

Since we have no way of knowing definitively which is the actual truth, is is subject to our opinions. Popularity as a measure of success is subjective and since we cannot ask every single person in the target population, it is and will always remain an unknonw. The best we can do is express our opinions based on what we do know from the limited information gathered and our own experiences.


Of course it can! D&D rises when all RPGs rise. Because it has the lion's share of the market, it rises the most. This (to my knowledge--I could be wrong) was never about the popularity and/or success


Yeah, not weak. I am (and was) talking about the availability bottleneck that most certainly did exist back in the 80s and even to a lesser degree in the 90s. Prior editions did not enjoy the same degree of success and popularity 5E due to this as a contributing factor. With each release it became less and less of a factor.

Now, today?? I agree, hardly an impacting issue if any at all. I am sure someone somewhere might still have troubles with it... or don't doubt the possibility at least.

While White Wolf definitely started to see some loving, it really didn't retain players as much as D&D did IME. Some people really loved Vampire, or Shadowrun (both of which I played back then from time to time when I wanted a break from D&D). But even then, D&D had good design and widespread appeal for a number of factors--not primarily for the design--we all know a lot of design issues exist then!

Anyway, hopefully I've made myself and my position clear.
As a point of logic, what does comparing popularity of d&d today to 90’s d&d tell you? Because from where I sit that’s about the most meaningless comparison I see.
 

Based on what criteria? I remember a study done a while back. People were asked to taste, and rank wine, not knowing anything about the wine at all. Unless it was a person's job as a professional wine taster, people choose the low-to-middle cost wines. It wasn't until they were shown the label and the price that they deemed the more expensive wine higher.

Those people who judged wine for a living? They knew what qualities to look for, what made a wine expensive. Because they knew what made a wine more expensive, they ranked the expensive wines higher. Quality is in the eye of the beholder. In an open competitive market with relatively low barrier of entry, I'll trust the judgement of the masses as reflected by sales growth and endurance over any one person's opinion.
Then is there any value to a review at all, if no one's opinion is worth listening to?
 

Then is there any value to a review at all, if no one's opinion is worth listening to?
A review from a single total stranger is worthless. A review from someone I have experience often agrees with me is very useful to me. A review from alot of random people is as well, because chances are I’m not some extreme outlier.

But mostly reviews are meant to be interesting.
 

As a point of logic, what does comparing popularity of d&d today to 90’s d&d tell you? Because from where I sit that’s about the most meaningless comparison I see.
Then we sit in very different places. 🤷‍♂️

The discussion was on the popularity and sucess of 5E being due primarily to its design. I disagreed that is not its primary source, and there are in fact several contributing factors. IIRC (though I could be wrong), I think someone even said something about it being the most popular and successful edition yet. There is no arguing that simply due to the raw numbers we have, but claiming its design is the primary cause is up for debate when so many other factors add to it.

Also, 5E's success compared to what? To something like 2E, which was also successful. However, 2E did not have all the benefits 5E is (and has been) banking on regularly: more widespread marketing, influencers, commonplace availability, disccusion boards, forum, the Internet explosion in general, video game saturation for fantasy, acceptance of RPGing, etc.

To a much lesser degree, but in some cases none whatsoever, 2E did have these things. My point was just this: if 2E, with its design, had all the advantages 5E has NOW, it would probably rival it or maybe even surpass it in popularity and success. It also had great design, improving on (what was widely recognized as) the flaws of 1E.

5E's design, while overall good, certainly contributes to its success, but I cannot personally feel it is the primary reason given the strength of all the other contributing factors. Design is certainly one of the leading factors, since I do feel even myself it has some good design, but even this is widely attributed to design elements from prior editions--which like 2E--were honed based on feedback from those editions.
 
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The most commercially successful RPG of any day since 1974 has always been whatever version of D&D was then in print.

The majority of new players to D&D have not played any other RPGs to compare it to.

These two factors suggest that the quality or not of D&D's game design is not the biggest factor in its success.
 
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Then is there any value to a review at all, if no one's opinion is worth listening to?

Are you doing a review? As far as reviews go, I base my decision on the reviewer and what they say. A lot of movie critics evaluate what they see based on criteria that I simply don't care about and the movies they recommend bore me to death. They throw around words (much like wine Sommeliers just make up terms to describe wine) that they learned that sound amazing. But end of the day? I go to movies to be entertained, not to analyze how the movie was shot or the deep undercurrents of tension. I'll take popular and increases in box office after the first showings over a lot of critic reviews. Because people have indicated with their time and money that the movie is worthwhile at least to them. Aggregate opinions are more important than individual opinions.

Popularity doesn't mean I'll like a movie, I thought the Matrix movies were kind of stupid, but it will get me to give it a second look. Lot more than some arthouse film that will make me fall asleep halfway through.
 

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