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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    Nothing was kept indeed. But we did have one thing that I'm pretty sure made 4e significantly more profitable than early 5e. We actually had D&D Insider numbers; due to the way the now long dead Gleemax boards were run we could see how many people were subscribed to D&D Insider, and this was a...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    The irony of that particular XKCD is it mentions USB in the alt-text, but USB has pretty much standardised on USB-C (and USB-C is busy mopping up the charger market).
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    TSR Why would anyone want to play 1e?

    As I mentioned earlier this isn't inherent to THAC0; it's just that when they'd tidied up and simplified the system the 3.0 designers decided that all the complexity budget they'd saved was burning a hole in their pocket and that they needed to spend it all. Which only helps slightly when a...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    I don't think it's a bad system for APs - but Daggerheart comes with a lot of tools from Hope and Fear to Connections questions to the way the campaign frames work that make it really good for running largely improvised character-centtic campaigns. If you try to run an adventure path it will be...
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    TSR Why would anyone want to play 1e?

    An age thing, a neurodivergence thing, and a practice thing (how long have you been playing AD&D for)?
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    TSR Why would anyone want to play 1e?

    I suspect you don't - but the difference is so trivial you don't notice it. The level of difference is different for different people and with different levels of practice.
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    TSR Why would anyone want to play 1e?

    Same reason I think walking forward is faster than walking backwards. It's inherently easier and we do it much more.
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    TSR Why would anyone want to play 1e?

    All else being equal THAC0, involving subtraction, is always going to be slower than a mathematically equivalent purely additive system like BAB Of course not all else is equal - and the designers of 3.0, having clawed back a lot of the game's "complexity budget" decided it was burning a hole...
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    Stonetop, or, Nice Village You've Got There

    I hope I'm wrong. As I say it's a great game (and I've yoinked the artifact rules for my own work).
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    Stonetop, or, Nice Village You've Got There

    First Stonetop is excellent. Second I'm not holding my breath about it being out by the end of the year. It's got stuck in polishing loops - and if you go back to the original March 2021 Kickstarter estimated delivery was October 2021. It's slipped four years on a seven month estimate. Just to...
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    What makes setting lore "actually matter" to the players?

    And I am disagreeing. I personally find that the WoD's lore is among the best of the 20th Century settings. But we've come a long way in the past 30 years in getting the benefits out of good lore without burying it in extruded content. But why did oWoD lore work? And more to the point why did...
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    What makes setting lore "actually matter" to the players?

    The history of D&D especially in the TSR era. oD&D and Keep on the Borderlands is basically a fantasy Western with the orcs and co standing in for Native Americans - and that's before we get into e.g. Mystara.
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    What makes setting lore "actually matter" to the players?

    I'll second that. Most D&D races that stay true to their racial characteristics are neither more nor less than a Star Trek (TOS) Planet of the Hats. Also adventurers pretty much by definition are weird and strange, having turned their back on their species normal way of life for the life of an...
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    What makes setting lore "actually matter" to the players?

    But who is saying that "Lore does not matter and reason for lore does not matter"? I might have missed someone but as far as I can tell literally no one (and certainly not me) is saying that. However I am outright saying that good lore engages players and bad lore loses them. And that a lot of...
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    What makes setting lore "actually matter" to the players?

    Quite the reverse. Races are part of how players get to personalise their characters. They are more intimately connected with the parts the players engage in than geographic features that the players are never going to see; the players don't carry geography around with them. Meanwhile magic is...
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    What makes setting lore "actually matter" to the players?

    It's barely a trade-off. There are only about three hours in a session. And with K and that group I can either have a mediocre tactical session or an excellent dramatic session. My tastes are diverse. The only time it becomes a problem is if I've got e.g. J and R at the table. J is a great...
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    What makes setting lore "actually matter" to the players?

    Meanwhile for me what I get by actively letting everyone create is never what I want and is 90% of the time actively better than what I'd have picked on my own. We aren't setting down for a meal fundamentally prepared by a chef none of us have ever met. We're a team working together. And I can...
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    What makes setting lore "actually matter" to the players?

    I'm sorry to hear that, but ironically the only time I've seen it matters in play for one of the "classic Tolkien races" is with a dwarf who had a miner's conservatism and lack of toleration of mistakes because they'd grown up knowing that it wouldn't just be them but their entire mine Finding...
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    What makes setting lore "actually matter" to the players?

    We still haven't given a reason why RenleyRenfield exists. Or for that matter Neonchameleon. Indeed the only person round here who is in any way essential is @Morrus because without him there would be no ENWorld in its current form. But the simple fact is that we all do exist. It's not that it...
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    What makes setting lore "actually matter" to the players?

    Just to put things into perspective I'm simultaneously running two Daggerheart games right now for two groups with no one else in common - and for those who don't know Daggerheart there are 18 playable ancestries in the core rules, and the world's presented are half a dozen pages of guidelines...
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