Hussar said:
We've already driven some pretty deep stakes into the idea of player entitlement. When RC asked if he as DM should nix the idea of a character that didn't fit into his campaign, the overwhelming response was "No problem". When I asked how many people had actually seen, in person, a player with this attitude, virtually no one had.
Yes, when one asks the question overtly, we did drive deep stakes into it. However, as I am sure you will recall, a shockingly large number of people also agreed, in effect, that "railroading is whatever a player says it is"...which is perhaps the most overt statement of player entitlement I have ever heard. I seem to recall you agreeing in that thread that those results re-opened the issue, but I could be wrong?
Also, while the poll about Warforged Ninja in a Prehistoric Setting was overwhelmingly supportive, the issue has been revisited since then with different results.
Ok, reading too much into a throwaway article on the WOTC board of how someone would design a monster and then taking that for policy is a bit much.
Perhaps. I, for one, never think that an article appearing on the WOTC board is a "throwaway", though, and wonder exactly how you come to that conclusion. Perhaps because, if it is not "throwaway", it is evidence to the point that I am making? Since there was more than one monster re-design article, I wonder how you can decide that you even know to which I refer.....?
Moreover, you then say,
in the mind of a very large number of people, many of whom are long time gamers, he was right. "Gotcha" creatures are one of the poorest examples of design there is. Why waste a page in the Monster Manual, when you can do the EXACT same thing in a paragraph in the traps section of the DMG? It's not a case of pandering, or that the creature was "too hard", it was that the creature as written is not terribly well designed.
which seems to indicate that we are talking about something more than just a throwaway. I don't believe that rust monsters are "gotcha" creatures; they are interesting challenge creatures. And, yes, they might strike fear into the hearts of the metal-clad, but I don't see that as a weakness of design. The rust monster has made it into every edition thus far because it is a strong, iconic monster, not because it sucks.
I don't believe that ogre magi need to be changed away from their mythological basis; doing so is absurd to me as saying that we need to rewrite housecats to make them more like goblins. When you begin removing parts of the flavour of the game to make things easier, you are moving in the wrong direction, IMHO.
Players need something every level. Well, that's always been in the game as well. At least for casters. Pretty much most classes got some sort of bennie nearly every level in every edition of the game. Why is this suddenly a shock to people?
Are hit points and new spells suddenly bennies? There is at least one thread ongoing on EN World right now that would argue this isn't so. And, if so, why make sure that casters get something else at each level? Why should anyone get something other than hit points? The answer is simple: Players do not need something every level, and that has not always been in the game.
To me, it's more a case of the design of the game being more transparent. You mention needing more "how to" type articles in Dragon. Note, that sort of thing has been funneled into Dungeon now, but that's beside the point. Why? If the design of the game is more transparent, if we actually know the reasoning behind why the fighter gets a feat every other level, then do we really need hand holding to create new stuff?
The articles in Dungeon, right now, are far more of the "Here are some examples" type than the "How To" type (with the exception of Dungeoncraft). In any event, the old Dragon included many articles that discussed design philosophy and ideas for creating locations and for using the rules to create an adventure/world/city that you wanted to. The new edition suffers, IMHO, from the belief that the "kitchen sink" approach is the best (and/or only) approach that a "good DM" will take. This simply isn't so.
What I would like to see are articles that discus how to limit the materials to make a cohesive setting. First off, articles on the creation of setting always interest me (even though I have been doing this for Lo! These Many Years). Second off, these sorts of articles open the game up for the creation of unique worlds, and give new DMs something to point to when their players claim doing so is unfair.
Way back, I mentioned creating specialty priests. The problem there was that almost no guidance was given beyond some very vague points. In addition, there was nothing to be found anywhere about WHY a cleric gets what he does. The DM had to figure it out entirely by himself. Now, with a bazillion websites out there, including WOTC's and EN World's, we can talk directly with the designers and pick their brains. We can read Monte Cook's blog and learn. Or Eric Mona's. Or a number of others.
Which is nice, but that's an Internet effect, not an edition effect.
3e has become the most transparent game of the three editions. We have guidelines (NOT RULES) for wealth, encounter design, monster design, etc.
Glad to hear those are only guidelines. I guess that means all the "earlier editions didn't take advantage of the rules in setting creation" arguments are officially over?
I think this is why a lot of people get turned off. They suddenly realize that they aren't unique snowflakes and maybe, just maybe, the ideas they have aren't quite as good as they thought they were.
Not sure what you are trying to say here, apart from using the "special snowflake" type dismissive language from KM's posts earlier in this thread. Explain?
RC