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General Tabletop Discussion
*Dungeons & Dragons
WOTC Possibly Removing "Druids" for Religious/Cultural Sensitivity Reasons
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<blockquote data-quote="Staffan" data-source="post: 9170337" data-attributes="member: 907"><p>I can see the issue, and it reminds me of the Frosthaven game I am playing.</p><p></p><p>For those unfamiliar, Frosthaven is a sequel to Gloomhaven, a highly acclaimed dungeon-crawler board game. In Gloomhaven, there are a number of different character classes that each use different decks to basically go through dungeons, kill things, and take the stuff of said things. The card-based system means each class plays quite differently, but they all work fundamentally the same. It might take some time to grasp how things in the deck synergize but they all work in a similar fashion.</p><p></p><p>In Frosthaven, they've taken things a little further. Many classes use various resource mechanics beyond the basic mana system used in Gloomhaven (short version: some cards generate mana of one of six elements once your turn is done, other cards can use that mana for added effects). This does add variety, but it also makes it harder for other players to grasp what players with alternate/extra resource systems are capable of, and reduces player interactivity to some degree (in Gloomhaven, a Tinkerer using a flame thrower can generate fire mana which a Spellweaver can then use on their turn, but there's no way in Frosthaven for a Drifter to give a Blinkblade a time token).</p><p></p><p>And Frosthaven is a GM-less game, so every player is only responsible for their own nonsense. In an RPG, the GM needs to be able to have a grasp on how everything works, and that's harder if everything works in a different way.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9170337, member: 907"] I can see the issue, and it reminds me of the Frosthaven game I am playing. For those unfamiliar, Frosthaven is a sequel to Gloomhaven, a highly acclaimed dungeon-crawler board game. In Gloomhaven, there are a number of different character classes that each use different decks to basically go through dungeons, kill things, and take the stuff of said things. The card-based system means each class plays quite differently, but they all work fundamentally the same. It might take some time to grasp how things in the deck synergize but they all work in a similar fashion. In Frosthaven, they've taken things a little further. Many classes use various resource mechanics beyond the basic mana system used in Gloomhaven (short version: some cards generate mana of one of six elements once your turn is done, other cards can use that mana for added effects). This does add variety, but it also makes it harder for other players to grasp what players with alternate/extra resource systems are capable of, and reduces player interactivity to some degree (in Gloomhaven, a Tinkerer using a flame thrower can generate fire mana which a Spellweaver can then use on their turn, but there's no way in Frosthaven for a Drifter to give a Blinkblade a time token). And Frosthaven is a GM-less game, so every player is only responsible for their own nonsense. In an RPG, the GM needs to be able to have a grasp on how everything works, and that's harder if everything works in a different way. [/QUOTE]
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WOTC Possibly Removing "Druids" for Religious/Cultural Sensitivity Reasons
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