I'm guessing the modern HS ones would have internalized creative mode vs survival mode at some point. ;-)Interestingly, I don’t think that anyone new to RPGs would present many of the challenges we’ve seen in this thread.
I'm guessing the modern HS ones would have internalized creative mode vs survival mode at some point. ;-)Interestingly, I don’t think that anyone new to RPGs would present many of the challenges we’ve seen in this thread.
That is a great question. But I meant it in general terms. I do not DM. I just sit, grade and watch them play. We constantly have new players, and about half the time, I just let the experienced students teach them. The other half I teach. (Maybe a bit more than half, but certainly not 75% or anything like that.)Could this be because HS students are familiar and comfortable with the typical authority distribution between teacher-student and thus easily fall into the assumed authority distribution many bring to a D&D game?
True, like an arrow hitting the bullseye.Sure, I wouldn’t disagree with that.
Interestingly, I don’t think that anyone new to RPGs would present many of the challenges we’ve seen in this thread.
I have taught middle schoolers how to play FATE in 10 minutes, created characters right there, and playing their first game within 30 minutes. And that has meta-currency that can be used to establish fiction as well as do other things. They didn't blink an eye - that was their first experience and there was nothing to unlearn.This, right here. I can teach high schoolers who have never read the PHB D&D. They could never have seen the game before, and within ten minutes have an understanding of how the game is played. In an hour, they will know and understand how the game is run, in almost all aspects. They may not have the rules and powers and mechanics memorized, but they understand the process of the game.
It seems to me, that some of this discussion should try to be more in line with that type of concision.
I’ve played it. They are.I’ve run it. Those changes are not of major significance.
I’ve seen this before. I illustrate one way things are difference. You respond that the things aren’t REALLY different and that just proves your point. I suggest a different difference. Rinse and repeat.And none of those things are changed based on the characters in play -- they're elements of the AP that are entirely independent of the characters. I left them vague for people that haven't played the AP buy might and because it would have taken quite a number more words to get that across. However, you've made the point for me and noted all the things that can be different in the AP that have nothing at all to do with what characters are playing. Thanks!
I’ve played it. They are.
Um, I can teach a newbie DW, or AW, or Blades in the Dark in that amount of time as well. It's only people that have played D&D for a long time and have a very tightly conceived way of thinking about how games should work that there's a problem. Even here, I can teach the game in little time. The problem with almost all of the arguments here are that they're looking at a DW mechanic from within a structure that is otherwise D&D. The entire game changes, and that mechanic exists in that larger, different, structure.This, right here. I can teach high schoolers who have never read the PHB D&D. They could never have seen the game before, and within ten minutes have an understanding of how the game is played. In an hour, they will know and understand how the game is run, in almost all aspects. They may not have the rules and powers and mechanics memorized, but they understand the process of the game.
It seems to me, that some of this discussion should try to be more in line with that type of concision.
You pointed out differences caused by the RNG and the GM's choices setting up the module. The characters and who they are have nothing to do with these. The other differences are mostly color -- how many hitpoints were lost defeating these villains, did you negotiate the Burgomaster down (which the module expressly says you cannot do) or did you unseat him and install his rival or did you do something else? Cool story, yes, but it doesn't change anything else about the module -- the Amber Temple is still there and still does the same things, Strahd doesn't change because you do this -- he barely cares. Etc., Etc. Yes, the account of play at the end of the day is different in some details, but the story beats are the same, the story points are the same, and the game is still the same overall story. None of that changes with the characters present.I’ve seen this before. I illustrate one way things are difference. You respond that the things aren’t REALLY different and that just proves your point. I suggest a different difference. Rinse and repeat.
I get it. I could provide a dozen of different differences and you would still find them meaningless. At this point, we are just not going to agree.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.