D&D General Mike Mearls says control spells are ruining 5th Edition

Right. As I said, nobody has taught them how to do it right, so they do it wrong and just try to make it about fights. You're just proving my point here.

I've run dozens. Just not pre-written ones, because they generally aren't very good.
Then why dont you write it. DM Guild is literally there for that.
 

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Then why dont you write it. DM Guild is literally there for that.
Two reasons, one of which I just gave to not far back in the thread. The other is that the DM's Guild is horrible for getting the product out to the overwhelming majority of D&D players, who don't use it. It needs to come from WotC in an official product or it will be of no use.
 

Two reasons, one of which I just gave to not far back in the thread. The other is that the DM's Guild is horrible for getting the product out to the overwhelming majority of D&D players, who don't use it. It needs to come from WotC in an official product or it will be of no use.

Well dont hold your breath. Not sure they've got anyone left there good at writing adventures let alone high level.
 

Well dont hold your breath. Not sure they've got anyone left there good at writing adventures let alone high level.
I'm not holding my breath, or even arguing that they will do it(poorly or well). I'm simply saying that it's a self-fulfilling prophecy not to provide guidance for high level play and then say, "Look! No one is playing high level!" They've created that situation through their lack of high level guidance. And then it gets circular. "We shouldn't create high level rules, monsters or guidance, because no one plays high level, because we failed to provide guidance for high level play."
 

I'm not holding my breath, or even arguing that they will do it(poorly or well). I'm simply saying that it's a self-fulfilling prophecy not to provide guidance for high level play and then say, "Look! No one is playing high level!" They've created that situation through their lack of high level guidance. And then it gets circular. "We shouldn't create high level rules, monsters or guidance, because no one plays high level, because we failed to provide guidance for high level play."

We have had decades of high level product not selling very well.
 

We have had decades of high level product not selling very well.
And? How does that in any way contradict what I just said? There have been just as many decades with no guidance for high level play. More in fact. There has never been guidance on how to run high level games.
 

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