Whizbang Dustyboots
Gnometown Hero
I think it makes sense from a pro's perspective. It doesn't necessarily reflect what any given group was doing at the table -- there are people who are still happily playing in the same 1E campaign from the 1980s, for whom all of this has passed them by.I'm really puzzled by it. It makes little sense to me.
I can see the game design ideas he's talking about and definitely understand the split between player-empowering and DM-empowering games.
It's been a topic of discussion at my table: Games like Shadowdark, Pirate Borg and Mothership (all of which I dig), are aimed at making the DM's life easier, with less crunch, lots of content emerging from random tables and super-light adventures (Mothership has a ton of pamphlet adventures, for instance).
But about half of my group only plays in the 5E games, because they want their bespoke characters that they can mechanically detail and, in some cases, plan out through 20 levels, which the games above just don't support. (Well, you can plan out your Mothership character, but there's a good chance they'll get eaten by something terrible before they get to the end of their skill tree.)
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