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Mike Mearls Interview with the Escapist
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<blockquote data-quote="Libramarian" data-source="post: 6369156" data-attributes="member: 6688858"><p>I mean everyone playing to find out what happens, including the DM (as opposed to the DM writing the story beforehand). I think the adventure design procedures in Moldvay's Basic D&D are the best yet written but would need to be expanded and recontextualized for 5e. Most new DMs today have a video game background and need to unlearn certain devices of video game scenario design in order to learn good tabletop scenario design. Mearls' fascination with "invisible" rules and following the zeitgeist concerns me. The classic Gygaxian style of adventure is on life support right now and could easily die depending on what extent the designers decide they don't want to "tell people what to do with D&D" anymore.</p><p></p><p>That being said I felt positive about other things mentioned in this interview.</p><p></p><p></p><p>The sandbox adventure certainly can seem natural if it's supported by laser-focused rulebooks and 20 official adventures all in the same style, and those new to the game either have a background in wargaming or no gaming background at all (rather than a background with modern video games), but that hasn't been the case for a very long time. The first D&D adventure I ran was the Scourge of the Slavelords fixup "supermodule" and that was already past the sandbox era and into the era continuing today where every adventure must have a heroic quest even if the hook is obtuse and nobody at the table really cares much about it.</p><p></p><p>The problem with kids today (I realize how this sounds) is that they're coming to D&D quite certain that they know what an RPG is, from video games and MMORPGs. They need to unlearn some of these notions, which is always harder than learning from a blank slate, and they need to do so with less focused rulebooks and much less published adventure support, and with a guy running D&D who would rather they tell him what D&D should be like rather than he tell them.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6369156, member: 6688858"] I mean everyone playing to find out what happens, including the DM (as opposed to the DM writing the story beforehand). I think the adventure design procedures in Moldvay's Basic D&D are the best yet written but would need to be expanded and recontextualized for 5e. Most new DMs today have a video game background and need to unlearn certain devices of video game scenario design in order to learn good tabletop scenario design. Mearls' fascination with "invisible" rules and following the zeitgeist concerns me. The classic Gygaxian style of adventure is on life support right now and could easily die depending on what extent the designers decide they don't want to "tell people what to do with D&D" anymore. That being said I felt positive about other things mentioned in this interview. The sandbox adventure certainly can seem natural if it's supported by laser-focused rulebooks and 20 official adventures all in the same style, and those new to the game either have a background in wargaming or no gaming background at all (rather than a background with modern video games), but that hasn't been the case for a very long time. The first D&D adventure I ran was the Scourge of the Slavelords fixup "supermodule" and that was already past the sandbox era and into the era continuing today where every adventure must have a heroic quest even if the hook is obtuse and nobody at the table really cares much about it. The problem with kids today (I realize how this sounds) is that they're coming to D&D quite certain that they know what an RPG is, from video games and MMORPGs. They need to unlearn some of these notions, which is always harder than learning from a blank slate, and they need to do so with less focused rulebooks and much less published adventure support, and with a guy running D&D who would rather they tell him what D&D should be like rather than he tell them. [/QUOTE]
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