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<blockquote data-quote="I'm A Banana" data-source="post: 6205228" data-attributes="member: 2067"><p>That's an interesting perspective. I'm not quite so cleaved to traditional lore myself, and winged demon-drow on dinosaurs sounds awesome to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But I think a modular format captures the best of both worlds: THESE medusa can be one thing, THOSE medusa can be another, and YOUR medusa might be one of those or something else, but either way there isn't a single medusa that defines what medusae are for the game, and you're making an active choice whenever you use a medusa about what purpose to use that particular medusa moment for. </p><p></p><p></p><p></p><p>The thing is, saying This Is What Medusa Are Like In D&D hurts that goal. It doesn't empower me to define medusa for myself. </p><p></p><p>Now, since I'm a lazy DM and I don't always want to define medusa for myself, having a no-thought solution is boffo. Also boffo for the newbie DM. </p><p></p><p>But it's a mistake to take one no-thought solution and propose that as This Is What Medusa Are Like In D&D, because monsters are actually always opt-in, functionally speaking: I always make an active choice to say Medusa In My Games Are Like This, even if all that is is pointing at the MM and saying that. </p><p></p><p>If the purpose of the design is to enable us to make our own Medusa for our own campaign, then this is not a design methodology that is meeting that goal as far as I can see. </p><p></p><p></p><p></p><p>IMO, they need to take <a href="http://www.nytimes.com/2009/09/27/business/economy/27view.html?_r=0" target="_blank">actual human behavior</a> into account when designing the game, regardless of how smart with think we all are.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6205228, member: 2067"] That's an interesting perspective. I'm not quite so cleaved to traditional lore myself, and winged demon-drow on dinosaurs sounds awesome to me. ;) But I think a modular format captures the best of both worlds: THESE medusa can be one thing, THOSE medusa can be another, and YOUR medusa might be one of those or something else, but either way there isn't a single medusa that defines what medusae are for the game, and you're making an active choice whenever you use a medusa about what purpose to use that particular medusa moment for. The thing is, saying This Is What Medusa Are Like In D&D hurts that goal. It doesn't empower me to define medusa for myself. Now, since I'm a lazy DM and I don't always want to define medusa for myself, having a no-thought solution is boffo. Also boffo for the newbie DM. But it's a mistake to take one no-thought solution and propose that as This Is What Medusa Are Like In D&D, because monsters are actually always opt-in, functionally speaking: I always make an active choice to say Medusa In My Games Are Like This, even if all that is is pointing at the MM and saying that. If the purpose of the design is to enable us to make our own Medusa for our own campaign, then this is not a design methodology that is meeting that goal as far as I can see. IMO, they need to take [URL="http://www.nytimes.com/2009/09/27/business/economy/27view.html?_r=0"]actual human behavior[/URL] into account when designing the game, regardless of how smart with think we all are. [/QUOTE]
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