D&D General The Tyranny of Rarity

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I take umbrage at the idea that an “average” DM is an unimaginative, tight-fisted tyrant. We don’t have any data points (that I know of) what is even an “average” DM. All we know is that it’s someone who has been willing to don the role of administrating the game. I don’t think we can make any definite statements much beyond that - and certainly not to the creativity or lack thereof of these individuals.

Give folks a break. Even if they’re running a published campaign setting (as I’ve done, Greyhawk being my favorite beyond my homebrews), isn’t an indicator of a lack of creativity.
 

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I'm claimed WOTC was too conservative and traditionalist and realized the desire for new things after they design the core of them game.

WOTC and many fans dismissed the popularity of nontraditionalist ideas and now D&Dis trying to work backwards to fix that error.
That "too conservative" version of the game is the best selling version ever, not only of D&D but TTRPGs. Seems like millions of people disagree, or at least find the game enjoyable in spite of being traditionalist. I think they're trying to expand the market now that it's been established, why wouldn't they?
 

That "too conservative" version of the game is the best selling version ever, not only of D&D but TTRPGs. Seems like millions of people disagree, or at least find the game enjoyable in spite of being traditionalist. I think they're trying to expand the market now that it's been established, why wouldn't they?
that has more to do with luck than being conservative right time in the right place, the rules being on the softer side helps but how it depicts the fantasy people is not why it does so well.
 

that has more to do with luck than being conservative right time in the right place, the rules being on the softer side helps but how it depicts the fantasy people is not why it does so well.
I think the existance of the entire OSR “movement” and the success of several outstanding retroclones (and beyond - DCC, PF, Forbidden Lands and whatnot also included) is proof that is more than mere luck. Old and new gamers have shown an interest in traditional aspects of the game that extends beyond the current version. There’s an undercurrent there that grounds the new in some of the old, tried and familiar.
 

that has more to do with luck than being conservative right time in the right place, the rules being on the softer side helps but how it depicts the fantasy people is not why it does so well.

I'm just saying that I don't Monday morning quarterback the developers of 5E. I'm sure some people wanted a wildly different game than what we got. What that has to do with what races you allow I really don't understand. What I do understand is that 5E has seen year after year double digit growth which would not have happened with a poorly designed version of the game.

Were the early adventures updates of old ideas? Sure. But for most of the consumers of the product they were brand new. Most people playing today started with 5E. I'm just grateful they were able to pull in old timers or bring them back to the game while also attracting new generations so I'm not going to second guess what they did or did not do. Nor am I going to state that if they had done what I personally wanted it would have been at all as successful
 


I'm claimed WOTC was too conservative and traditionalist and realized the desire for new things after they design the core of them game.
However they did it, wouldn't the core game have a limited number of races, just like limited number of classes. Traditionally this would then expand later with splat books, that eventually get collected? (We have a race expansion book coming out in a collector set this month, right?).
 
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I'm claimed WOTC was too conservative and traditionalist and realized the desire for new things after they design the core of them game.

WOTC and many fans dismissed the popularity of nontraditionalist ideas and now D&Dis trying to work backwards to fix that error.
They'd have to be brain dead for that to be true. In 3e they went with the traditional core and then expanded after. In 4e they went with a mostly traditional core(realized in a non-traditional manner) and then expanded afterward. In 5e...

WotC didn't realize after they designed the traditional core that people like new ideas. They planned it out that way as that's how D&D has been done since 1e. There's the core(what is traditional) and then splat books and Dragon articles to expand with new ideas later. And the tried and true method worked. 5e is hugely successful.
I can create an innovative PC 100 times easier than a setting or adventure, copied or innovative.
Can't happen unless the DM is just bad at innovating. What you can do for your PC I can do for an NPC. That right there is equal innovation. Only I also have all of the other NPCs to innovate with, world lore, monsters(old and newly innovated by me), geography, magical ideas, and more. There's far more opportunity for me and it's far easier for me to realize it.
 

That "too conservative" version of the game is the best selling version ever, not only of D&D but TTRPGs. Seems like millions of people disagree, or at least find the game enjoyable in spite of being traditionalist. I think they're trying to expand the market now that it's been established, why wouldn't they?

Just like I said pages ago.

Just because something works doesn't mean it's perfect or near perfect.

Trust me. I work in customer side of big corporate. And I used to work for a corporation with worst product with bigger profits. You can make a lot of money with average products or a decent core if other things support you
 

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