Talking to your players and setting expectations to avoid this kind of thing is a thing that almost literally every other game that I have played lately explicity states you can and should do.


And I'm franky tired of this ridiculous insinuation that there are these unwritten rules that turn D&D into the perfect game if only you figure out what they are and Do The Work™️.

D&D does what it was designed to do very well, but it was designed to do fewer things than it claims it was.

And if you have to (objectively) "finish" designing the game before its what you want maybe you haven't chosen the optimal game for what you want to do.

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@LoneGunman I think most D&D players (and even most "trad" players more generally) assume that the shortcomings of D&D are universal, as other games might have different dice and stat names but do essentially the same thing. I know it was my assumption up until a few years ago...

@eladhen @LoneGunman This is sadly very very true.
Like my grandma would assume all boardgames are mostly Monopoly with a few changes… 😫

@greuh Twilight Imperium: Monopoly with some changes.


It’s in French. The guy says that because all clients always said « ah it’s a bit like Monopoly but… » he has rebranded all shelves « Luke monopoly but… »
… with cards
… with war
…. With poneys

@eladhen Oh, for sure. I definitely remember thinking I was well versed in a wide spectrum of RPG mechanics and not understanding that all I actually knew were just different types of Chevys. And I feel like D&D itself, or the culture around it, I can't tell which, is actively reinforcing those assumptions that it's shortcomings are common among every game, or that's it's way is objectively the only way things can work.

Oh, I think I just cracked WotC's marketing formula...

@LoneGunman I think one of the strengths in D&D is that it is so hackable. But - that is only because it is so widely played, and has been for so long. I know it was my first and primary game for the first ~5 years or so that I played TTRPGs.

That all said, I firmly agree that other games do things better. I love games that integrate a 'Session 0' as part of the game, or narrative control tools that clearly give guide rails for when PC or GM has impetus.

@DungeonRogues I (personally) draw a distinction between hackable and homebrewable. Homebrew (to me) is creating new content within the existing framework whereas hacking is (again, to me) taking the fundamental nuts & bolts and building totally new systems. That said, I don't agree D&D is very hackable but I think it is massively homebrewable. I definitely agree that is one of it's biggest strengths. The appeal of a blank canvas like that gets me every time, and I don't even care for the game.

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