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Mike Mearls' blog post about RPG generations
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<blockquote data-quote="EzekielRaiden" data-source="post: 9712201" data-attributes="member: 6790260"><p>Same.</p><p></p><p>It also feels...very weird to call 5e "GM-focused" because, in a very real sense, 5.0 was the "do whatever, man!" edition. It barely <em>had</em> "advice", and large swathes of what "advice" it did have were endless repetitions of the nigh-useless "You could do X. Or you could <em>not</em> do X! It's up to you". (When they weren't dipping into outright <em>hilariously bad</em> territory, like the suggestions for how to give XP for non-combat situations....which, I kid you not, literally tell you to <em>pretend it's a combat and then assign XP using those rules</em>. Like....what??? You can't make this stuff up!)</p><p></p><p>5.5e is sorta, slightly, moving in a better direction...but it's still leaning CRAZY hard on "you're the GM, <em>you</em> figure it out" for a crapload of things. For the already-seasoned, the well-versed, all the old-hands out there? That's great. They already know what they're doing and are quite accustomed to flipping the bird at the rulebook if it ever does anything they have even the slightest qualm with. For brand-new GMs who have never run a game before...<em>not so much</em>.</p><p></p><p>I think Mearls has simply conflated "not too many options for a single GM to easily remember them all" and "designed to be easy for a GM to run". <em>Sometimes</em> the former leads to the latter. Not always.</p><p></p><p>That said, given Mearls was one of the people who couldn't understand why folks didn't see much (if any) 4e in 5e, maybe we shouldn't be too surprised that he thought 3e and 4e were effectively the same levels of complexity etc.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9712201, member: 6790260"] Same. It also feels...very weird to call 5e "GM-focused" because, in a very real sense, 5.0 was the "do whatever, man!" edition. It barely [I]had[/I] "advice", and large swathes of what "advice" it did have were endless repetitions of the nigh-useless "You could do X. Or you could [I]not[/I] do X! It's up to you". (When they weren't dipping into outright [I]hilariously bad[/I] territory, like the suggestions for how to give XP for non-combat situations....which, I kid you not, literally tell you to [I]pretend it's a combat and then assign XP using those rules[/I]. Like....what??? You can't make this stuff up!) 5.5e is sorta, slightly, moving in a better direction...but it's still leaning CRAZY hard on "you're the GM, [I]you[/I] figure it out" for a crapload of things. For the already-seasoned, the well-versed, all the old-hands out there? That's great. They already know what they're doing and are quite accustomed to flipping the bird at the rulebook if it ever does anything they have even the slightest qualm with. For brand-new GMs who have never run a game before...[I]not so much[/I]. I think Mearls has simply conflated "not too many options for a single GM to easily remember them all" and "designed to be easy for a GM to run". [I]Sometimes[/I] the former leads to the latter. Not always. That said, given Mearls was one of the people who couldn't understand why folks didn't see much (if any) 4e in 5e, maybe we shouldn't be too surprised that he thought 3e and 4e were effectively the same levels of complexity etc. [/QUOTE]
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