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<blockquote data-quote="The-Magic-Sword" data-source="post: 8714080" data-attributes="member: 6801252"><p>I think I disagree with the consensus here, I largely think 5e is successful <em>in spite </em>of its design, which indicates that it does probably have a bit more to do with the confluence of: nerd culture mainstreaming, critical role, build up of general fans over the prior handful of decades, a build up of people who were conditioned towards its tropes by video games already, and the coming of age of a fairly solid portion of teenagers who were very into OC roleplaying and fanfiction and such. </p><p></p><p>I don't think 5e is particularly accessible and I've seen people get really frustrated trying to learn it at my own tables over the years (prior to pf2e coming out in 2019 we did 5e for quite a few years), its very common to come across mass handwaving of the rules, a lot of cultural infrastructure designed to weaken the culture of play the game was designed for, and a lot of emphasis on shifting individual games, which actually indicates to me that the game would be doing better if the people playing it didn't have such an uphill battle. On the flip, I see a lot of animosity towards it from more veteran players who joined the hobby in on the boom a few years back, whose honeymoon period with the system itself ended-- there's still a lot of investment there, but the salt levels have risen considerably in places like r/dndnext</p><p></p><p>I don't know how much better any given prior iteration of the game would have done, or if there's a particular game outside of 5e I would point to-- I think some of the problem is that different parts of the 5e player base probably need to go in different directions, and of course, that doesn't even include all the people that bounced off the game when they decided to give it a shot.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8714080, member: 6801252"] I think I disagree with the consensus here, I largely think 5e is successful [I]in spite [/I]of its design, which indicates that it does probably have a bit more to do with the confluence of: nerd culture mainstreaming, critical role, build up of general fans over the prior handful of decades, a build up of people who were conditioned towards its tropes by video games already, and the coming of age of a fairly solid portion of teenagers who were very into OC roleplaying and fanfiction and such. I don't think 5e is particularly accessible and I've seen people get really frustrated trying to learn it at my own tables over the years (prior to pf2e coming out in 2019 we did 5e for quite a few years), its very common to come across mass handwaving of the rules, a lot of cultural infrastructure designed to weaken the culture of play the game was designed for, and a lot of emphasis on shifting individual games, which actually indicates to me that the game would be doing better if the people playing it didn't have such an uphill battle. On the flip, I see a lot of animosity towards it from more veteran players who joined the hobby in on the boom a few years back, whose honeymoon period with the system itself ended-- there's still a lot of investment there, but the salt levels have risen considerably in places like r/dndnext I don't know how much better any given prior iteration of the game would have done, or if there's a particular game outside of 5e I would point to-- I think some of the problem is that different parts of the 5e player base probably need to go in different directions, and of course, that doesn't even include all the people that bounced off the game when they decided to give it a shot. [/QUOTE]
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