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General Tabletop Discussion
*Dungeons & Dragons
What Constitutes "Old School" D&D
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<blockquote data-quote="tetrasodium" data-source="post: 8680771" data-attributes="member: 93670"><p>I've run & played dcc funnels too & liken them to a game like beer pong or cornhole. Sure your going to miss most throws, but laughing & maybe doing the shot alongside everyone doing the same is the point. </p><p></p><p>In the video it talks about the paradox being driven towards easier & easier MMOs to drive player retention & such, that applies to an MMO where the players can <em>only</em> do what the MMO & world is coded to allow them to do. With D&D & other <strong>TT</strong>rpgs though I think it's somewhat immune to the negative results that push the paradox in the video towards easier & easier <strong>MMO</strong>rpgs because they have a gm where <a href="https://youtu.be/LmZSWKPXhZ4?t=5287" target="_blank">putting down "cleverly improvised rails"</a> is a big part of their responsibilities at the table. Those rails can be built on the fly so players can come back with better equipment or with something in the world reshaped by player actions to stack the deck on the rematch... Even if we say that the ease of victory 5e is a factor that's meaningfully responsible for 5e's growth for discussion purposes the lengths that the system goes through to make it difficult for the GM to dial the risk back up again is totally unjustified simply because of that "lay down rails" role of the GM who decides that dialing up the risk of nonvictory results is needed to get the kind of game that they want to run <em>with</em> their players.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8680771, member: 93670"] I've run & played dcc funnels too & liken them to a game like beer pong or cornhole. Sure your going to miss most throws, but laughing & maybe doing the shot alongside everyone doing the same is the point. In the video it talks about the paradox being driven towards easier & easier MMOs to drive player retention & such, that applies to an MMO where the players can [I]only[/I] do what the MMO & world is coded to allow them to do. With D&D & other [B]TT[/B]rpgs though I think it's somewhat immune to the negative results that push the paradox in the video towards easier & easier [B]MMO[/B]rpgs because they have a gm where [URL='https://youtu.be/LmZSWKPXhZ4?t=5287']putting down "cleverly improvised rails"[/URL] is a big part of their responsibilities at the table. Those rails can be built on the fly so players can come back with better equipment or with something in the world reshaped by player actions to stack the deck on the rematch... Even if we say that the ease of victory 5e is a factor that's meaningfully responsible for 5e's growth for discussion purposes the lengths that the system goes through to make it difficult for the GM to dial the risk back up again is totally unjustified simply because of that "lay down rails" role of the GM who decides that dialing up the risk of nonvictory results is needed to get the kind of game that they want to run [I]with[/I] their players. [/QUOTE]
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What Constitutes "Old School" D&D
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