I do find it amazing how much in my #ttrpg related threads how often people just dismiss complaints and criticisms with the reasoning 'well I've never seen it before, so I don't see why it's such a big deal'. Tenfold when it comes to problem players and social isssues at tables.
Like that's great for you, but that doesn't mean it doesn't happen. Part of me doesn't even believe you, but even if it's true, all that means is you've been lucky to be gaming only with decent people. From my (completely anecdotal, admittedly) discussions, most people aren't.
It's just a low key and less serious, but still egregious version of people who dismiss discrimination, racism, sexism, etc. and say it isn't real because you personally haven't seen or experienced it.

(sometimes those things are even involved in tabletop issues)
It just frustrates me because it feels like any complaint about social issues at tables, problems caused by mechanical design of games, exploitative commercial issues, etc. gets dismissed as a disingenuous straw boogeyman made by internet mopers just looking to complain.
And I get there's a lot of those, don't get me wrong. Negative nancies on the internet are a dime a dozen and usually just chaff. But if the points presented are sound and echo with more than just a small handful of people...well, maybe there's more than correlation to consider.

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More from @DanTalksGames

Oct 18
One of the sentiments many people seem to have in my #ttrpg threads is why not just let people enjoy games and play them the way they want?

The answer is because baselines are important. To show why, take a seat as I recount the story of the KibblesTasty artificer #dnd 🧵
For context, back before the final version was released in ERftLW, the artificer went through multiple UA passes, including a very poorly received wizard subclass attempt. The most prominent ones were the 2017 and 2019 playtest versions.
The 2017 version had a more general scientist bent than the final version, which was more akin to its OG Eberron inspiration. The two subclasses - alchemist and gunsmith - had bespoke options, with the base class being more a chassis than a core set of mechanics.
Read 31 tweets
Oct 17
In lieu of my Battle Master conundrum thread, this is basically what I've been saying.

The reality is, d20 systems designed as mechanically heavy experiences are the most awful match for these kinds of games. #dnd #ttrpg
OP provides a literal example of this mismatch here. People want to reward ingenuity and open roleplay, in systems that mechanically chafe if not outright punish it.

This is why people like me are convinced the appeal in DnD is not the game itself, but the branding, or the aesthetic of a game-y system that people want to have the illusion of being freeform at the expense of the GM's enjoyment and sanity.
Read 6 tweets
Jul 19
Saw this article while going down an article link rabbit hole. I vaguely remember reading this many years ago, but reading it again now when I'm much a much more experienced GM, it definitely comes off as bitter and gatekeeper-y. #ttrpg

thealexandrian.net/wordpress/2434…
I definitely prefer tightly tuned tactical combat as my baseline, but I realise that's not everyone's preference. And that's fine, but it always amazes me the disdain particularly old school gamers have towards people wanting modern game design ethos being applied to TTRPGs.
The idea that the mythical perfectly prepared wizard doesn't actually exist is a strawman of a strawman. That wizard* definitely exists. I've seen it, and it's not fun to play with or manage as a GM.

*(it was actually a druid, but CodZilla, so same deal)
Read 6 tweets
Jul 18
I want to highlight this particular tweet, because I think explaining what #pathfinder2e does in terms of good encounter design will help extrapolate on the points I made in my Aesthetic of Numbers thread yesterday. #ttrpg #dnd
The first thing to make clear is, when it comes to encounter design in TTRPGs, I'm not suggesting what is desired is some sterile idea of encounter progression. I'm not trying to railroad encounters, or remove any semblance of unpredictability.
What I would posit, however, is that there are 'good' kinds of unpredictability, and 'bad' kinds of unpredictability. Good design enables 'good' unpredictability, while minimising unpredictability that is frustrating and causes problems rather than is something to be leaned into.
Read 22 tweets
Jul 17
One of my big beefs with #dnd has been what I call my Aesthetic of Numbers theory, but I've been struggling to describe it in a way that puts my issues with it into perspective. Now I finally have it:

It's like trying to arbitrate a wrestling match. And that's EXHAUSTING. 🧵
To describe my theory, what it comes down to is this: most players don't actually care about the raw numbers rolled in a d20 game. What they care about is the appearance of those numbers doing something.
The example I give is, as a DM, do you actually set a hard number for a DC when you get your players to roll a skill check, or do you just make a snap decision based on what they roll?

The better question is, would your players care either way?

That's the Aesthetic of Numbers.
Read 16 tweets
Jul 1
This is one of the main reasons I stopped GMing #dnd 5e and switched to #pathfinder2e, one of my major beefs with the culture around the game, and why I'm so vocal in my criticism of it:

5e is a very difficult game to GM and many players don't understand why. LONG 🧵
If you want to run the game with any mechanical integrity, you spend half the time compensating for rules that just aren't there, and the other half wrestling with the rules that ARE because they're poorly tuned, such as CR and class balance.
The common advice is to just fudge the numbers without players noticing, but having since played games where I DON'T have to fudge them to make an encounter work the way I intend, this feels like apologia for bad design.
Read 30 tweets

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