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How has D&D changed over the decades?
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<blockquote data-quote="tetrasodium" data-source="post: 8592972" data-attributes="member: 93670"><p>The internet is a much bigger place than it was seven++ years ago. Reddit was a niche nothing of a news aggregator site with a few extra features competing with usenet & fark for clicks compared to now where I expect quite a few don't recognize fark or usenet & reddit is well known enough to actually get mentioned in news along with various corporate marketing strategies. Discord didn't even <em>exist</em> till six years ago & now there are dozens of discord servers dedicated to various d&d/ttrpg communities with hundreds if not thousands of people on them. Looking only at enworld threads for advice on that subject ignores all the reddit folks who decide to ask on a d&d subreddit, all of the people who watch videos from people like Matt Coleville or Matt mercer & decide to ask in their discord for real time conversation about it, & so on</p><p></p><p>A GM asking about these problem players could look in the books to identify a tool that <em>should</em> help with a given problematic thing & would often ask how to responsibly or effectively utilize that tool as part of the discussion if subtle wasn't cutting it. Even when those questions were asked without mention of those kinds of tools it was still easy & common for people to point out those kinds of tools & explain how they could be deployed. Now however the go to solution is often something like "have you tried talking to your players" as if someone asking what are often total strangers on the internet had not first considered "talking to their players" or "discussing it with their players". It's such a go to solution that it's been suggested in this thread more than once in response to ways those missing & now optional tools change the game when advice on dealing with problems was not even being sought by simply noting the change.</p><p></p><p>It was always an option for a GM to talk to their players <em>after</em> all else failed at the table. The scope of subtle influences & carrots at a GM's disposal under "all else" to try has shrunk dramatically in 5e. That shrink could maybe have been excused if it were part of a paradigm shift made to make room for different tools like the kind of shared narrative game ones used to push & restrict player actions within the fiction that Mearls mentioned in 5 generations of d&d but that kind of shift didn't happen either. Without that shift to <em>change</em> the tools we can't talk about using <em>those</em> to effectively handle problematic behavior instead of questioning the impact of losing no longer present tools & not really optional "optional" tools.</p><p></p><p>What new tools does modern d&d bring to mitigate the loss & erosion of those other tools for managing problem elements that would even the scales to keep the frequency about the same?</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8592972, member: 93670"] The internet is a much bigger place than it was seven++ years ago. Reddit was a niche nothing of a news aggregator site with a few extra features competing with usenet & fark for clicks compared to now where I expect quite a few don't recognize fark or usenet & reddit is well known enough to actually get mentioned in news along with various corporate marketing strategies. Discord didn't even [I]exist[/I] till six years ago & now there are dozens of discord servers dedicated to various d&d/ttrpg communities with hundreds if not thousands of people on them. Looking only at enworld threads for advice on that subject ignores all the reddit folks who decide to ask on a d&d subreddit, all of the people who watch videos from people like Matt Coleville or Matt mercer & decide to ask in their discord for real time conversation about it, & so on A GM asking about these problem players could look in the books to identify a tool that [I]should[/I] help with a given problematic thing & would often ask how to responsibly or effectively utilize that tool as part of the discussion if subtle wasn't cutting it. Even when those questions were asked without mention of those kinds of tools it was still easy & common for people to point out those kinds of tools & explain how they could be deployed. Now however the go to solution is often something like "have you tried talking to your players" as if someone asking what are often total strangers on the internet had not first considered "talking to their players" or "discussing it with their players". It's such a go to solution that it's been suggested in this thread more than once in response to ways those missing & now optional tools change the game when advice on dealing with problems was not even being sought by simply noting the change. It was always an option for a GM to talk to their players [I]after[/I] all else failed at the table. The scope of subtle influences & carrots at a GM's disposal under "all else" to try has shrunk dramatically in 5e. That shrink could maybe have been excused if it were part of a paradigm shift made to make room for different tools like the kind of shared narrative game ones used to push & restrict player actions within the fiction that Mearls mentioned in 5 generations of d&d but that kind of shift didn't happen either. Without that shift to [I]change[/I] the tools we can't talk about using [I]those[/I] to effectively handle problematic behavior instead of questioning the impact of losing no longer present tools & not really optional "optional" tools. What new tools does modern d&d bring to mitigate the loss & erosion of those other tools for managing problem elements that would even the scales to keep the frequency about the same? [/QUOTE]
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