Monday, October 28, 2024

Mail Room: ACKS 2 (PDFs)


It was nice knowing you, OSE, Shadowdark, 5E, Pathfinder, and many others...

All kidding aside, I got my ACKS II PDFs today. What a fantastic set of books. To cap off the size of this thing:

  • Revised Rulebook: 550 pages
  • Judge's Journal: 486 pages
  • Monstrous Manual: 438 pages
  • Judge's Screen Inserts: 24 pages
  • Compatibility Guide: 12 pages
  • Character Sheet: 5 pages

There are 1,515 pages in total. If you missed out on the Kickstarter (which pulled in a respectable 300K+), you will want this game if you are into old-school gaming. The layout, art, design, and organization are all incredible.

The art looks like it was ripped out of a 1990s comic book or Conan graphic novel; there is page after page of outstanding works, and the book is not ashamed to show the beauty in the physical form, both male and female. If the 2024 D&D art turns your stomach, forget that edition ever happened and pick up this game. There is no Wall Street corporate shame or social media pandering here.

And frankly, that is a freaking breath of fresh air. Thank you. I will always support you if this is your vision of your world and game. I am an adult; I can watch an R-rated Conan movie, and if your game shows no fear, I shall be there. I spent too long in this world to have someone else tell me what I can see and say or to be forced to buy fantasy games with garbage art.

We don't have forever in this world. Why are you letting people tell you what to enjoy? Every day you let someone else define your life is one more day lost in your existence.

Oh, they are coming out with a treasure book, too? Backed. It is in the sidebar. There is a deal to get the full game plus the new book. If you want in, now is the time.

There is no more OGL in this book; it has been stabbed through the heart and tossed into the bottomless ocean where it belongs. The game is better for it, too. The OGL and the SRD have been a fake yardstick that all games have been held up against for years, and it only served to say, "Your game is inferior to D&D." Without the OGL shackles, game creators are free to express their world and their games how they want to. Creators are now free to shape their own games and worlds.

There is a new standard-bearer in the OSR, unafraid and broken free.

The Collapse of Indie 5E?

YouTube drives what is popular, and since "channel survival" is the influencer's bread and butter, you are seeing one after the other praise D&D 2024 and tell people to buy the books.

Those walking away are heading to other games, not Indie 5E systems.

Level Up Advanced 5E and Tales of the Valiant feel like they are getting left in the dust as influencers either praise D&D 2024 or create rage-bait scandal videos about Wizards of the Coast. Those get the clicks and drive the views.

Shadowdark is not in the Indie 5E space; that is more of an OSR game. This is sort of "the first game people walk away from," and then they stay there or move on to other systems and hobbies.

I like Indie 5E. But is it worth the time to play? I enjoy it, but there is a point when it is "whizzing in the wind" against a crowd of influencers who won't stop praising Wall Street IP. I have stopped watching them, their build-theory videos, their scandal of the weeks, and their endless grift. Even if you like watching them, how can you praise the art direction of 2024 D&D? Most of it is atrocious, just strange, AI-looking, rubber-expressions, and too happy tripe. The art in 2024 D&D just takes me out of the experience.

There are other super-progressive games with art I love, and they know better than to rip you out of the experience. Cypher System is one. The art in that game is the same inclusive and progressive style, but they know how to make it fit the game and theme, making me want to play. Their Numenera game also does a lot of things right, art-wise.

This is not a question of politics and culture; it is a question of "stop making my eyes bleed."

D&D 2024 is poisoning the well for all of 5E. The game leans so hard into identity marketing tropes that an entire generation is walking away from 5E entirely - and the 5E clones. Those who hang out on D&D Beyond and just want "the system data" and never open a book are fine. The art isn't even progressive;  I am okay with that; this is cringy Wall Street suits trying to create a subculture.

D&D 2024 isn't punk rock or underground music but radio-friendly, formulaic, soulless corporate rock.

You can tell by the over-reliance on nostalgia.

If you like the 5E clones, great! You shouldn't let others tell you what you should like. But I have better games than 5E. You need to step back and ask yourself why you like this? What about the 5E framework do I want for dungeon crawling? Fantasy simulation? Immersion? Random systems? Character sheet simplicity? Character creation speed? The waste paper used for printing character sheets? Treasure? Monsters? Classic fantasy feeling?

The only category that 5E wins at are character builds due to a combination of subclasses and multiclassing. But that is just for d20 games. If I put GURPS into the competition, all of them are blown out of the water. Once you master GURPS character builds, there is no going back.

5E is game designers telling you what fantasy is.

GURPS is you being the author.

When I play 5E, I am "waiting for the next level and the next option." With GURPS, I am saving character points for that next cool thing. There are classes in 5E that "die for a few levels" and get very boring to play, and you have enough "look ahead" to know "nothing fun is coming soon."

It hurts. I like my Indie 5E games. I have fun with them. But there are OSR games that do the same thing: they are easier, better, and have far more options and fun moments. Dungeon Crawl Classics is amazing; with so many tables, even if you play solo, you have yet to learn what will happen next. If I put ToV, A5E, GURPS, and DCC on my shelves - the latter two will win my playtime every time.

GURPS is my ultimate character builder. If I am going to spend time using a computer to create a character, GURPS will win that battle every time.

DCC is pure "fun in a box."

Even though DCC does not have the character-building flex of GURPS, enough random stuff happens that it becomes emergent gameplay. GURPS lacks that random factor where "stuff happens," and your character changes (or dies).

Now, I play solo. If I were to factor in "playing with others," - that is when 5E-like systems become essential. So many know that it is easier to find people. But for that, I have Shadowdark. If I had to do the "5E thing," I would enjoy playing Shadowdark more than I do Indie 5E, and so many others do, too, so I am confident I could put together a group and play a more old-school game.

I enjoy the old-school more than the 5E brand of superhero fantasy.

Shadowdark does everything from Dark Sun to Sci-Fi. There are plenty of rules options, and the game is far easier to "mod" into the 5E experience you are looking for; even high-fantasy, power fantasy and pulp options are available. Modding ToV, D&D, or A5E is far more complicated. Shadowdark wins in modding and simplicity.

Shadowdark is another game with fantastic, top-notch art that keeps you immersed. The art fits the genre and doesn't try to "put you in the game."

If you are swearing off D&D and still want to find 5E groups easily, Shadowdark is the place to go. With Indie 5E, it is much harder to get 5E players to buy in since D&D Beyond is the mainstream 5E market, with YouTube and that crowd of influencers supporting them.

I love my ToV books.

My A5E books are great.

But it is a struggle, especially with Shadowdark, GURPS, and DCC being so compelling.

Friday, October 25, 2024

Dungeon Crawl Classics: Still Holding Strong

It plays well with others.

I keep Dungeon Crawl Classics around, and it still, to me, feels like the true "gonzo OSR game." One of the best things about DCC is any OSR game, from Old School Essentials to Swords & Wizardry plays well with it, and can serve as "expansion books" for treasures, monsters, encounters, wilderness rules, magic items, or anything else in the book.

If I want to play any of the OSR games, there they are, on the shelf beside DCC. And OSR games don't typically take five shelves to store, like 5E or Pathfinder. The bloat and fat in 5E and Pathfinder books is legendary, they just keep pumping those out and there is no stop to the madness.

Typically, one OSR book does the job of an entire shelf of 5E books, and the page counts of 5E books just keep getting longer and longer. With AI art and text generation, some of the 5E books I own are endless machine-generated drivel with no sense of editorial discretion, content control, or game design. I can't keep up, nor is trying to do so worth it anymore.

DCC is special. It is a strange mix of the same 1980s attitude the Paranoia game had, where the game was more about the fun than the pretensive identity marketing and "me-isms" that pollute today's games. In DCC, you are a zero to a hero and often, your character dies and the next hero steps up to answer the call. In a way, it celebrates the over-the-top-hero, and in others, it tears them down and laughs with you as you start again.

It is not a game for "pet characters" and I am beginning to see why the entire "the character I play in every game" mentality is toxic and destructive to the hobby. Pet characters suck, and they keep you from discovering new characters to love. Always playing them, again and again, damages us mentally, and it is not healthy. When I spin up 16-20 level-zero characters for a funnel, I know one of them in that group "will be the one" but I don't know who it is. I need to discover them, find them, learn to love them, and sculpt them from the few numbers and rolls I have to describe them.

But every one of those characters is new, cool, and iconic.

The moments they save the world and find glory will be glorious.

And I hope they meet a fitting end, tragic or heroic, and I accept that as their story reaching a close. Nothing is worse than characters who never die, who become institutions and protected, and they end up rotting our concept of fantasy to be the "me" instead of the "us" as it should be. And with each character that meets an end, I will start a new group and find the next.

Finding "the one" is a Neo moment in the Matrix. This is special, and amazing to see happen.

No game gives you that.

I heard DCC described as a game where "your wizard could one-shot kill a giant sea hydra and then randomly die to a mugger in an alley the next day" - and it fits. The mixture of amazingly heroic met with sudden, random, and tragic potential death fits my idea of fantasy. This new corporate fantasy where characters become icons and never die is boring, overdone, overplayed, and toxic. We never get any satisfaction from a character arc anymore.

Our imaginations, brains, and dreams stagnate and die if "Filby the Bard" is our the only bard we can play or imagine. We keep playing him in game after game, trying to relive that first moment we found him. Nothing ever lives up to it, and that nostalgia becomes a form of depression.

Like great writers say, "kill your darlings."

Great role-players let their characters die.

And they pick up a new group of zero-levels and begin again to find a new one.

It is healthy and helps your mental health and psyche to turn over the new and begin again. To toss out the old and find new characters and new stories. To be able to finally let go, and help someone new discover their story. This is a natural thing.

Otherwise our minds become stale as the next Hollywood remake or sequel. Look at yourself in a mirror, and ask yourself, "Can't we do something different?"

5E and many of these other "identity games" exist to lock in your "pet character" into a forever rules system. They blend the "you and your character" - which is dangerous - and sell the game as the idealized version of you, instead of the story of someone entirely apart from your experience and biases.

DCC breaks the matrix. It breaks your mind free of that cage.

The dice in DCC are some of the best in gaming, and the round-ended d4s are always a pleasure to pick up. They can be used with OSR games, too, so the dice become the collection and the means to play every game on the shelf. They are great dice, and these are my go-to sets.

DCC is comfortable, tragic, and epic. It supports other games, borrows from them, and is great by itself. It is a game that doesn't try to take over your gaming shelf, but co-exist alongside all the OSR classics.

5E is Too Soft

The short rests, the healing it all on a long rest, the 5.5E happy art, the utter lack of death, the prevalence of overpowered characters, the embracing of a non-violent cartoon for kids, and the general sense of frivolity and lightheartedness of 5E, these days... it's like the game has lost its edge.

What is this game anymore?

5E has become too soft for its own good. Even the 2014 books look like hardcore OSR games in comparison, and even those already had the pliancy of foam rubber. 

I love the game but get bored with every version I play. I fall into this "safe mode" when I play, knowing exactly what to do next. Even the exploration is overly safe, with the resting mechanics restoring my depleted resources, the only ones I use. I am beginning to miss 4E, with at-will, encounter, and daily powers taking the constant resting out of resource recovery.

Still, I love 5E enough to buy into the Kobold Press version and support the indie creators. But I know how easy it can be and how overpowered the character becomes. And the things coming down the road for the game make it worse.

People play Shadowdark and the OSR for a reason.

Stopping to rest every encounter robs the game of urgency, threat, and momentum. I miss pulp games like Savage Worlds, where you go all-out on an adventure without stopping to rest, like some action movie thrill ride that does not stop. The situation is dire; you keep pushing, your resources are depleted, and you keep going no matter what.

By contrast, if you took a group of 5E characters to a theme park, it feels like they would stop at every bench for a break. Are we really resting again? Why can't the casters spend a hit die for spell recovery of resources instead of stopping the adventure again?

Why, in these games, is "when do we get to rest," the number one source of tension?

Resting and recovery mechanics in 5E are garbage-tier rules. I don't care if they speed up play and eliminate going back to town every encounter. For a game demanding immersion, action-oriented play, and the looming, constant threat, they overemphasize "rest" and pausing constantly.

The first thing I do when playing 5E is turn up the difficulty. I grab a rules mod and use that to start making the game more like...

An OSR game.

All of my OSR games do the "dungeon thing" better than 5E, giving damage, rest, and healing real consequences. It is like the trope of the 15-minute adventuring day in 3.5E, where the party would go into an encounter, use all their best attacks, blow all their resources, and then walk out of the dungeon to return to town to rest and reset for the next room.

As a DM in those days, the person you were trying to rescue is dead, the monsters cleared out, and the treasure is gone. Or, I would organize an ambush of the party on the way to the dungeon with an overwhelming force and repeat that (slightly differently) each time they went back to town for a videogame reset - if they survived.

Sorry, you surprised the bad guys the first time you found the place.

Every time you go out, they get more and more ready for you or clear out.

The monsters aren't as stupid as you think they are.

However, 5E has entirely too generous rest mechanics and healing, which makes every danger inconsequential. In the old days, a fighter who took 4 points of damage from an arrow trap needed to suck it up and live with it for the rest of the day, and the party was required to conserve healing spells for critical moments. You went forward with damage and conditions since the clock was ticking and resources were depleted quickly and scarce.

A lack of care and attention to the environment burns resources faster, possibly leading to the loss of party members. Proceed too carefully; you take more time and encounter more wandering monsters. Developing the balance of momentum and caution defines great players, just like it does soldiers.

And if you do not have to deal with the possibility of loss, it isn't a game. Too much of 5E is a safe, all-ages amusement park ride, which is how the game and adventures are designed nowadays.

I love Tales of the Valiant and support indie and open 5E. But why am I playing a game I have to mod to get it the way I like when other games do the same thing but are easier? Is it the character's power and options? If that is why I play, those high-level overpower options will work against what I want in the long run. Why play a game as deadly as the OSR at a low level but then turn into an overpowered 5e at the high levels?

I remember the original Skyrim, where I had to heavily mod that game to turn it into a survival simulator. Then, better, more focused, and more feature-complete fantasy survival games came out that did the same and better with crafting, settlement building, and so many other things that supported the genre. The modded "Survival Skyrim" was still broken and cheatable in so many ways that I gave up trying to fix it to play the way I wanted.

Hardcore 5E feels like the same thing. I can get it to work at low levels. Still, eventually, the characters overpower the difficulty, and we are back to the same old 5E where the party hides in a small room in the Tomb of Horrors and takes a long rest, cooking over a campfire and posing for happy selfies as they bake cookies and pursue romance options.

In my game, the clown from Terrifier shows up and kills them all for being so stupid.

But that isn't in the module!

Obviously, you have never played an OSR game.

It is not AI art; it is my hand-made MS Paint art!

While it doesn't have to be a recognizable horror movie clown, it could be anything else in the monster book. When the players complain that it should have never happened to their characters because the rules protected them, you know where the 5E game falls flat.

Do the rules exist to protect characters or challenge them?

Some players prefer 5E because they are too afraid of the alternatives. The core design, 5E clones, and future versions of 5E become a safe-fulfilling prophecy. Players choose the game to be protected, so the designers add more protection with every book and expansion.

The concept that a GM is unfair because they are breaking a rule needs to go away.

Part of the definition of being a GM is being granted the power to break all the rules of the game. And don't get me started on the rules sections stating that "the GM wants to see the players succeed." That is another stealth player protection concept working its way in. A GM is a neutral arbiter of events and actions. As the original SBRPG game stated long ago, "A GM isn't a god; you just play one."

Otherwise, play with AI and turn on safe mode.

The OSR exists, and it is a unique, open, accepting, and vibrant place. There are plenty of challenging games here; even Shadowdark is an excellent example that goes halfway yet retains the fear and challenge. I embrace this game as a gateway to the fun of old-school gaming.

Also, I hear stories about players responding to the difficulty of Shadowdark by over-relying on negotiation as a tactic. In the old days, if the party made a deal with the goblins, the kobolds across the dungeon would hear about this and attack them on sight. There is a price to pay when dealing with the dungeon monsters, and what you get from one side will often take away a lot of other options and negotiations with others.

And if the townsfolk ever get wind of you making side deals with the goblins that burned down several farms, you will hear about it back home. There is always a price to pay somewhere. While non-combat solutions are great, constantly wheeling and dealing with the forces of evil will have a huge price later.

Corruption systems, reputation mechanics, and shifts in alignment help a great deal here. If your game doesn't have them, make a GM ruling that puts some hurt on the characters for being too chummy with the Devil and his pals.

But that isn't in the rules! You can't do that!

Obviously, you have never played an OSR game.

Wednesday, October 23, 2024

Off the Shelf: OSRIC

OSRIC is best for playing "AD&D" or a first-edition game. This game flies under so many people's radars. Yet, it is available, supports indie communities and adventure writers, and is a legal way to expand upon and sell your own works within that framework.

Yet, year after year, we get new OSR games that claim to offer "authentic 1e" gaming. This is 1e gaming, a masterwork reference work that is the OSE of AD&D. It was the reference guide when the AD&D books were print-on-demand (and the DTRPG books are full of errors, such as transposed 7s and 1s).

OSRIC offers a unique gaming experience, distinct from the original AD&D. It is a carefully crafted reference work that has been altered just enough to be its own game. This distinctiveness, coupled with its depth in areas the original AD&D does not cover, is what makes OSRIC so appealing to players seeking a fresh and thrilling gaming experience.

My AD&D books are cherished collector's items, a testament to the game's legacy. However, a game thrives with a vibrant community and platforms for creators to share and profit from their ideas. OSRIC embodies the spirit of first-edition gaming, a game that has withstood the test of time, with enthusiasts still developing modules for it. This strong sense of community transforms OSRIC from a tabletop game into a shared experience among players.

As a reference guide, it is the best-in-class, easily equaling Old School Essentials in organization, clarity, and presentation. It is not the "facing pages" layout of OSE, but for a first-edition game, this does a better job of the original and is only missing the Gygaxian prose.

OSRIC is not just a playable game but also a comprehensive reference guide. I currently use it as an expansion for Dungeon Crawl Classics, filling in the gaps in that game as the Appendix R section in DCC explicitly allows. Using OSRIC as a rule expansion and a reference for DCC aligns with the spirit of both games and the OSR. It's about creating unique gaming experiences at our tables, distinct from anyone else's.

Most 5E players don't get this; every group was a "game designer," and every table was different. There was no "one way to play," and the "latest official version" of the rules meant nothing. The people "playing by the book" were wargamers and Magic: The Gathering players, and role-players were a special breed of "hacker, storyteller, and game crafter."

And I find it hilarious that all these people on social media are trying to play AD&D "exactly by the rules" to have the "full 1980s experience." They are missing the point. It was never like that.

We hacked. We mixed. We put it all in a blender and pressed 10.

Nobody told us what to do.

We did not feel obliged to "buy the latest books the company puts out" just to have "street cred." This was the 1980s, and nobody in my neighborhood had the money to buy all the books. It is like today.

If you want to capture the era and spirit of the game, the authentic way of playing DCC (or OSRIC, S&W, or any other OSR game) is to hack it into an unrecognizable mess and make it your own.

OSRIC offers the missing treasure and magic items tables that DCC needs. The monsters can primarily be used as-is with DCC, doing the AC conversion (20 - AC), setting a base saving throw formula (HD / 2, modified up or down for Fort/Ref/Will), and adjusting the hit die based on monster size (d6 to d12). OSRIC offers retainers, wilderness travel rules, equipment lists, encumbrance rules, and many other parts that DCC leaves up to you.

What I love about the DCC-OSRIC combination is the feeling. The world feels like classic, down-to-earth AD&D, that gritty medieval feeling I crave. The DCC parts add the fantastic and unexpected. Not everyone is a potential DCC "god among men," so it feels special when the weird and strange happen. NPCs? They can use OSRIC classes, like monsters, and avoid the special rules in DCC. The players are the superheroes here, and not every fighter is a DCC fighter.

In this combination, DCC serves as the "superhero rule system." In contrast, OSRIC serves as the "normal world simulation" that runs in the background but can be just as deadly and dangerous as the characters can be. The game takes on a Grand Theft Auto feel, with an ordinary world using the OSRIC rules in the background and the characters one step larger than life as they cause chaos through the setting.

OSRIC is also playable by itself and is a great stand-alone game! In this case, everyone is grounded, realistic, and doing their best to survive. OSRIC is not just a reference guide but can be a game enjoyed for decades. Don't sleep on OSRIC; this is first-edition fun at its best, all while supporting an amazing community of first-edition creators. I love my DCC dice too much to ignore DCC, though these sets see S&W and OSRIC occasionally, so they don't feel left out.

AD&D is a tremendous dead game, but due to time and communities, it will never be supported and will never be a dynamic place for creators again. OSRIC is a living game, and I support that since people are out here pouring their hearts into this version.

New games come and go. There will always be another Kickstarter for the next colossal throwback game. Looking around, everything you need is already here without all the consumerist noise.

OSRIC is here to stay.

Monday, October 21, 2024

Swords & Wizardry: Designer Notes

I love this game.

Swords & Wizardry Revised stands out with its unique 'designer notes' boxes scattered throughout the book. These notes delve into various house rules, options, unclear parts of the original game rules, and other hacking information, providing a deeper understanding of the game's mechanics.

One notable aspect of Swords & Wizardry Revised is the absence of 'thieves' tools' in the equipment list, a feature also present in the original game. This absence significantly empowers thieves, making them more dangerous and tricky. They can now pick a lock with whatever they have at hand, like a chicken bone found on the floor of a cell. A thief always has a lockpick hidden somewhere or can quickly fabricate one, and they don't need to haul around a toolbox filled with picks, hammers, spikes, and a pry bar.

Part of the game introduced later institutionalized tropes we live with today, and those were not always part of the original design, ever considered, or seen as a "must-have" for play. Are you telling me to use a class feature, and I need to buy and possess gear? Can it be taken away from me?

Again, just like giving only fighters a STR damage bonus to attacks, removing thieves' tools from the equipment list improved the thief class. Sometimes, what you remove from a game makes it superior, and these sacred cows must be done away with.

Also, the game talks about crits and how automatically assuming "double damage" is far too powerful and suggests a +1 damage instead. The game's hit point scale is far lower than modern games, and doubling damage on crits would make fights into "spamming attacks for crits." The only class that has a doubling damage mechanic is the thief on a backstab, and that is it. Do you want to double your damage rolls? Play a thief.

Even Shadowdark removes the CON bonus to hit points after level one because hit-point inflation is real. That game realizes "what you take away" makes the game better.

At some point in D&D's history, they became too generous and started handing out the same bonuses and class features to everybody. This was likely when the D&D game was being marketed for children, so they started standardizing every bonus, and similar house rules made it into the game, where "everybody got everything." Suddenly, mages were rolling a 20 and doing double damage with a quarter-staff hit. They got a STR bonus for that damage, too.

Nobody asked why.

Nobody thought this pushed up hit points and made the dice less meaningful.

After a while, a goblin in D&D 4E had 30 hit points, whereas in B/X, they had about 3, and in 5E, they had 7. A dragon in the game's first version averaged 30-50 hit points; in 5E, they have 200-600; in 4E, dragon hit points went into the thousands.

Daggers in all these games still do 1d4 damage.

Newer versions of D&D use multi-attacks, huge modifiers, and doubling and tripling mechanics to mitigate the scaling through class features. All they do is write more and more rules to solve the problem they introduced into the game when they put this artificial scaling in the first place, all the way back in D&D 3.0. The game takes longer to play, requires more reference, classes are orders of magnitude more complicated, and the game is this artificial slog to play when it does not have to be.

Factor out damage scaling, and all those rules will go away. But they won't have anything to sell you.

I would prefer to use that dagger in Swords & Wizardry than in any modern implementation of D&D made by Wizards.

Saturday, October 19, 2024

My 5E Collection is Indie

I am happy my 5E books are Wizards-free. All of them are small-press and indie books. My primary go-to system is Tales of the Valiant, though Level Up Advanced 5E is still a solid choice; why ToV? For precisely the same reason people dumped on this system when they announced it, it is a near-perfect 5E core system clone. Since they could not clone the D&D classes note-for-note, they reimagined and rewrote them to be fun to play. All my expansion books with subclasses and 3rd party stuff work with this system seamlessly (which is only sometimes true of Level Up).

The core collections are Kobold Press books, such as the Deep Magic guides and all the Tome of Beasts books. There is enough here to play for 20+ years of gaming. The books are high quality, the art is fantastic, and the rules are solid. I really don't have much more to ask for. All I want now are subclasses and character options, and, of course, more in the Hero Lab online character builder for ToV, which I feel is being neglected since we have had nothing new to buy or that many updates in months.

Many people buy D & D to complain about it. My YouTube channels are about 70% complaints and clickbait on 5E, and it feels like the conversations are mostly complainers these days, with any "love of the game" gone out the window.

The indie 5E game coverage is mostly positive and happy, and that is what I choose to watch instead of people moaning that someone's favorite 2024 class was nerfed and now sucks. Who cares? Play another game if you are that unhappy. But, no, clicks are money, and money is clicks, so the D&D outrage train keeps rolling and spewing the black, coal-fired smoke of discontent and negativity.

At least the indie 5E games, like ToV and A5E, were created with significant community input, so there is less to complain about in these spaces. This is probably why the games get less coverage: There is less to be angry about, and there are no changes coming down from "up high" from the gilded West Coast game designer royalty. I am not being pushed into subscription services to play a game, and all that does is creates more anger and negativity.

Like many popular franchises, D&D is turning out to be a complete loss for me. I have no interest in it, and the community is overwhelmingly negative. Even after I un-subbed to many of the clickbait channels, the D&D angst and bitching still pop up in my YouTube feed constantly.

In the few free hours I have in a day, I would rather be imagining and adventuring than watching some idiot on YouTube complaining the rogue sucks worse now, and the ranger always sucked and will suck forever. My gods, people. Play another game. Or is it just the clicks you are farming? Forget AI killing D&D, YouTube will do it years before that ever comes around.

Tales of the Valiant is my current "happy place" with 5E, and I have zero plans to give any money to the VTT scheme of Wall Street. If I want a VTT, I have Roll20, and that supports the games I play well enough. If I want a 3d VTT, I will just play World of Warcraft and have so much more to collect and work towards, plus the "solo and small group questing without a DM" that is a golden idol for these companies. AI content is coming far sooner to World of Warcraft (or other MMOs) than many people know, if that is your thing, and it will be far better than a VTT chat-bot DM.

This is really a Pathfinder 1e moment for me. D&D 4E failed, and the standard bearer of the hobby isn't D&D anymore, it is a cloned system supported by a better company that listens to the fans.