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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="DEFCON 1" data-source="post: 8774872" data-attributes="member: 7006"><p>I don't disagree at all. But this is a specific type of storyline that I don't believe is predominant in 5E play. <em>Tomb of Annihilation</em> had a bit of survival play dealing with heat, and <em>Rime of the Frostmaiden</em> had a bunch dealing with cold... both of which as we all know as people began running these campaigns, could be completely negated by certain spells if the DM allowed them to be taken. But of course the issue was that neither story of these adventures was <em>abou</em>t dealing with the conditions-- it instead was about Acererak and Auril. You could play these stories while completely ignoring the heat/cold if you wanted to (as far as I could tell, correct me if I'm wrong) especially if you had the right load-out of spells. The weather was an obstacle... but it wasn't the plot. It wasn't the narrative. Instead, the story was dealing with these villains and their machinations.</p><p></p><p>And it's because of this that the game I suspect (purely my own intuition based upon what we've seen in the books and come out since then) that the game does not see these stories like "dealing with the weather" as an adventure in itself, and why it makes it possible to completely bypass it through game mechanics. The mechanics are there to allow tables who don't care about stories regarding dealing with the weather to ignore them if they so choose. While at the same time through "Rulings not Rules" allow other DMs to remove the offending magic and spells from the game themselves if they really want to try to make the game work that way.</p><p></p><p>But at the end of the day WotC made ignoring the "survival game" part of D&D easy and default through its features and spells they presented, and made playing the "survival game" the houserule version a particular DM would have to try and cobble together themself. Whether or not that was the right call is anyone's opinion.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8774872, member: 7006"] I don't disagree at all. But this is a specific type of storyline that I don't believe is predominant in 5E play. [I]Tomb of Annihilation[/I] had a bit of survival play dealing with heat, and [I]Rime of the Frostmaiden[/I] had a bunch dealing with cold... both of which as we all know as people began running these campaigns, could be completely negated by certain spells if the DM allowed them to be taken. But of course the issue was that neither story of these adventures was [I]abou[/I]t dealing with the conditions-- it instead was about Acererak and Auril. You could play these stories while completely ignoring the heat/cold if you wanted to (as far as I could tell, correct me if I'm wrong) especially if you had the right load-out of spells. The weather was an obstacle... but it wasn't the plot. It wasn't the narrative. Instead, the story was dealing with these villains and their machinations. And it's because of this that the game I suspect (purely my own intuition based upon what we've seen in the books and come out since then) that the game does not see these stories like "dealing with the weather" as an adventure in itself, and why it makes it possible to completely bypass it through game mechanics. The mechanics are there to allow tables who don't care about stories regarding dealing with the weather to ignore them if they so choose. While at the same time through "Rulings not Rules" allow other DMs to remove the offending magic and spells from the game themselves if they really want to try to make the game work that way. But at the end of the day WotC made ignoring the "survival game" part of D&D easy and default through its features and spells they presented, and made playing the "survival game" the houserule version a particular DM would have to try and cobble together themself. Whether or not that was the right call is anyone's opinion. [/QUOTE]
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