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How Important is Stranger Things to the Success of 5e
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<blockquote data-quote="Ruin Explorer" data-source="post: 8716998" data-attributes="member: 18"><p>I don't agree with that logic, at all. That's not actually rational. That's like building a house then acting like the foundations and structure didn't matter, only the wallpaper or something.</p><p></p><p>Another way to look at it is, what if we take ST out of the equation entirely? Then would 5E be <em>meaningfully</em> less successful than it is now? I don't believe it for a single second. All the cultural arrows were already facing in the right direction. All the foundations were laid. The direction of travel had been well-established for years and years. ST is a symptom not a cause.</p><p></p><p>Again, in the longer term, that might change, because a lot of people here are reporting ST was particularly big in normalizing D&D with kids/teens (slightly surprised kids are being allowed to watch it but w/e, I would have been allowed so I can't judge!), and if (and this is a big if) those kids keep playing D&D as adults (and a lot of the '80s "D&D kids" did not, note), then that'll be significant longer-term. I suspect for a lot of them it will be a fun thing they did as a kid but not a hobby they keep up as an adult, especially if they just play it rather than DMing it.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8716998, member: 18"] I don't agree with that logic, at all. That's not actually rational. That's like building a house then acting like the foundations and structure didn't matter, only the wallpaper or something. Another way to look at it is, what if we take ST out of the equation entirely? Then would 5E be [I]meaningfully[/I] less successful than it is now? I don't believe it for a single second. All the cultural arrows were already facing in the right direction. All the foundations were laid. The direction of travel had been well-established for years and years. ST is a symptom not a cause. Again, in the longer term, that might change, because a lot of people here are reporting ST was particularly big in normalizing D&D with kids/teens (slightly surprised kids are being allowed to watch it but w/e, I would have been allowed so I can't judge!), and if (and this is a big if) those kids keep playing D&D as adults (and a lot of the '80s "D&D kids" did not, note), then that'll be significant longer-term. I suspect for a lot of them it will be a fun thing they did as a kid but not a hobby they keep up as an adult, especially if they just play it rather than DMing it. [/QUOTE]
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