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General Tabletop Discussion
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Why Unbalanced Combat Encounters Can Enhance Your Dungeons & Dragons Experience
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<blockquote data-quote="EzekielRaiden" data-source="post: 8946119" data-attributes="member: 6790260"><p>The subtle but major difference, IMO, is that the 3.x replies were (effectively) saying "just use the rules as is and it will work," while the 5e replies are (often explicitly) saying, "literally do whatever." The former were often wrong, but at least trying to be helpful or directing toward some kind of useful guidance. The latter <em>are not even wrong</em>; they are rejecting the very <em>idea</em> of giving advice and, worse, of <em>learning</em> DMing as an actual, trainable skill. It goes beyond the already suspect notion of the <em>auteur</em> designer and into the idea that DMing is exclusively intuition, either you have it or you don't and no one could ever teach or guide or even loosely direct you toward it. You just have to spontaneously develop it yourself.</p><p></p><p>That's why I so strongly oppose this culture of play. In trying to embrace something objectively valuable (creative spontaneity, not sweating the small problems, making clear and definitive answers), and which these DMs have felt has been neglected (a position I disagree with, but which is rational and understandable), they have instead made the already high hyper-dependence on DM skill that much more of a problem by treating DM skill as something almost...<em>mystic.</em> As if it were a form of TTRPG <em>enlightenment,</em> accessible only through ice cream koans and never, ever, through education, theory, or advice.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8946119, member: 6790260"] The subtle but major difference, IMO, is that the 3.x replies were (effectively) saying "just use the rules as is and it will work," while the 5e replies are (often explicitly) saying, "literally do whatever." The former were often wrong, but at least trying to be helpful or directing toward some kind of useful guidance. The latter [I]are not even wrong[/I]; they are rejecting the very [I]idea[/I] of giving advice and, worse, of [I]learning[/I] DMing as an actual, trainable skill. It goes beyond the already suspect notion of the [I]auteur[/I] designer and into the idea that DMing is exclusively intuition, either you have it or you don't and no one could ever teach or guide or even loosely direct you toward it. You just have to spontaneously develop it yourself. That's why I so strongly oppose this culture of play. In trying to embrace something objectively valuable (creative spontaneity, not sweating the small problems, making clear and definitive answers), and which these DMs have felt has been neglected (a position I disagree with, but which is rational and understandable), they have instead made the already high hyper-dependence on DM skill that much more of a problem by treating DM skill as something almost...[I]mystic.[/I] As if it were a form of TTRPG [I]enlightenment,[/I] accessible only through ice cream koans and never, ever, through education, theory, or advice. [/QUOTE]
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