Fixing their names to "Gorgons" would be certainly an improvement.
I concur, Medusa is one chick.
Fixing their names to "Gorgons" would be certainly an improvement.
This is some quite fervent discussion - but none of us have seen what the Monster Manual (assuming there is one) will look like. But maybe the MM will say "Here's an idea for how to use the Medusa in a campaign"? (Well, it doesn't yet - but only because the MM hasn't been written yet; whether it will or not is the question).
Same ridiculous argument.
"I have to tell my players that I'm not using every single thing that appears in any of the books completely as written. I'm changing some stuff for my campaign."
How heartless could WotC be? Making you actually talk with your players? DAMN THEM!!! DAMN THEM TO HELL!!!![]()
I like stories behind monsters, but I rather prefer they either stick to D&D tradition as much as possible, or they integrate by using concepts and ideas taken from real-world folklore and classical literature.
"I have to tell my players that I'm not using every single thing that appears in any of the books completely as written. I'm changing some stuff for my campaign."
Mistwell said:Yeah I am really not getting it. I can only assume this is some damage done in more modern editions that shifted power from the DM to the Players, and taught players to think about the game in a different way. The concept that the DM must run it all like it's written, or else players will complain and the DM has to explain themselves, is bizarre to me.
Johnson said:A major and, perhaps to some, surprising conclusion is that
identifying one option as a default (i.e., the option selected if no
active decision is made) has a sizable impact on what is chosen,
even for economically or socially significant decisions.
Same ridiculous argument.
"I have to tell my players that I'm not using every single thing that appears in any of the books completely as written. I'm changing some stuff for my campaign."
How heartless could WotC be? Making you actually talk with your players? DAMN THEM!!! DAMN THEM TO HELL!!!![]()
Modern science tells us it is a big deal.
When the supposed absurdity of this is brought up, this is my go-to link, becuase it's a decent media's-eye-view on how insanely powerful this phenomenon actually is in practice. 12% vs. 99% -- or even 35% vs. 60% -- is a dramatic shift. This isn't nothing. That isn't insignificant, trivial, or easily handwaved. Simply changing opt-out to opt-in results in a huge change in actual human behavior. According to Science.
Yeah, it's counter-intuitive. You wouldn't expect checking a box to be that big of a deal. You wouldn't expect changing a monster's keyword or ignoring the word "archon" in its description to be that big of a deal, either. But as far as Science can tell is, it is.
So it's a big deal.
Says guys who've spent a lot more time on this topic than me.
Whether or not it should be or common sense would tell you it is, it is. I don't think it's rational or reasonable to pretend that this doesn't happen in the world of D&D when it happens in situations that can literally save lives.
If all that's functionally stopping someone from donating an organ is checking a box, you can bet that a game that doesn't make explicit and intentional its opt-in nature is certainly going to stop someone from changing their Medusa around.
Hope that helps elucidate the actual magnitude we're talking about, here.
Mistwell said:No matter how many times you claim it's "because of science", that doesn't make it so. The studies are not on this specific behavior, they're on general ones.