Raven Crowking
First Post
I've never said any such thing.
You are correct; memory does not serve. I was confusing you with another poster.
RC
I've never said any such thing.
I'm not arguing. I was originally interested to hear your point of view on the subject, but your methods of "proving" it with unrelated information (and disregarding direct information), and "disproving" other points of view by knocking down strawmen isn't interesting me. I'm just telling you how it looks to me: bad methods.Raven Crowking said:I suppose that little bit of ad hominem was easier than coming up with a coherent argument.
[Y]our methods of "proving" it with unrelated information (and disregarding direct information), and "disproving" other points of view by knocking down strawmen
Purely as a player... You don't. The guy writing the game might. He wants it to be fun for new players and experienced players. He wants to obviate the rough edges some DMs might have to ensure the group wants to play again.And why do I as either player or DM give a flying fig what happens at any table other than the one I am sitting at?
Selection bias from Hades. People on this board are the people who played Keep on the Borderlands back in the day and are still playing or, like me, still interested in playing.I mean, Keep on the Borderlands was a shared experience for many of us even though every single one of us probably played it in a slightly different game system; so that argument doesn't fly.
The problem came from "days of old." You see enough tables tank because of bad DMing for 5, 10, 15 years.... and you start thinking about how you can help new DMs. Leastways I did. If they had brought me on as a designer, that would probably have been my number one priority: Find a way to make DM skill more consistent or less important.The DM argument does fly, but I see the inherent problem there as one of players being less patient, less willing to allow a new DM to screw up - and thus learn - than in days of old.
Exactly.Overall, it speaks to a difference in base philosophy. In 0-1e days, and to some extent in 2e, the philosophy seemed to be one of "Here's the framework, but if it doesn't work for you then go ahead and design your own game around it."; where in 3-4e days it has become "Leave the designing to us. You just play it."
I think there is some kind of demographic gulf here between people who have had such a horrible experience and those of us who have not. There is probably a similar gulf between the D&D-mainly or -only demographic and that of people who primarily play other RPGs.You see enough tables tank because of bad DMing for 5, 10, 15 years....
We run with different packs of dogs, my friend. Your "rare person" is what I'm used to dealing with, because there are so many of them!The former method works for a population that seems common on these boards but who I have only rarely met in real life: people who have a reasonable sense of how to work with rules and change them without bringing death and destruction to the game. I cannot stress enough how rare this type of person is in the wild. ENWorld is some sort of wildlife refuge for this species.
The latter method works better (IMO) for everyone else. And it still has value for people who know how to work with the rules. Tweak and steal away!
The fundamental premise that an "adventure" consists of going from one hour-long (or more) combat scenario to another is not "the same game, better balanced" -- it is a fundamentally different game.
What game are you speaking of? Because no game I've played fits your "fundamental premise." Your veil wears thin.