Top D&D designers join Critical Role after quitting Wizards of the Coast
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I have never seen hope/fear described as light/dark from star wars, and I've read the Daggerheart rules.
It came from here.
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I'd seen it written up in other articles as coming from Star Wars, so perhaps it was that writer that was mistaken. I've watched them play, heard the rules explanations and such, and "yes, but" and "no, however" to skill checks aren't solving some problem I've had in other systems.
Sure, it's not solving anything, but IMO it's fun giving the GM a tokenified response currency even though you pull off a success. I've seen a fair amount of backlash, but just feel portraying the dice mechanic as Star Wars is miles off base, when it adds a narrative prompt for success/failure (D&D does this with nat20/nat1).
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And Crawford is an incompetent smartass. I honestly don't know what any TTRPG would have to gain from including him in the team.
If they hope to chase 5e's success by following in its footsteps - piss poor adventure modules, nonexistent DM support, unbalanced player options, and a game designer that contradicts himself on Twitter every other post while attempting to explain why he isn't wrong - then good luck to them, I guess.
I very much doubt that 5e became the juggernaut that it's now because of Crawford. If anything, it's despite of him - mostly because of the free publicity granted by things like Critical Role and Stranger Things, and DnD being the default option for anyone who develops an interest in roleplaying for the first time.
How much do we actually know about what Crawford is like outside of the WotC machine? He might be perfectly competent but held back by executive mismanagement.
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Sure, it's not solving anything, but IMO it's fun giving the GM a tokenified response currency even though you pull off a success. I've seen a fair amount of backlash, but just feel portraying the dice mechanic as Star Wars is miles off base, when it adds a narrative prompt for success/failure (D&D does this with nat20/nat1).
I'll grant you I'm not typically the GM. From your perspective, do you see it making things more interesting as a GM? Because as a player, it's less up my alley, and the GM's response currency without that system is whatever they want it to be, because they're the GM.
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How much do we actually know about what Crawford is like outside of the WotC machine? He might be perfectly competent but held back by executive mismanagement.
I would put money on the downfall of WotC being exclusively due to being owned by Hasbro and their executives forcing their greedy practices onto the team.
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Good. WotC is wretched hive of scum and villainy.
Good,
WotCHASBRO is a wretched hive of scum and villainy.FIFY
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Aren't Hasbro the villain moreso than WotC?
People have been complaining about WotC's executive meddling in D&D and MTG for as long as I can remember, since before the 1999 Hasbro purchase. D&D 3e, mostly written after WotC acquired TSR but published shortly after Hasbro acquired WotC, was panned so badly that they dropped 3.5 just a couple years later. And 4e (including the first OGL fiasco) happened when Hasbro didn't care about WotC because they were all-in on the Michael Bay Transformers movie. In fact, up until Stranger Things and Critical Role, Hasbro seems to have considered WotC the "Magic: The Gathering Money Printer" and done most of their meddling on that side of the house.
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How much do we actually know about what Crawford is like outside of the WotC machine? He might be perfectly competent but held back by executive mismanagement.
Crawford worked on Blue Rose, Warhammer Fantasy, and Mutants & Masterminds outside of WotC.
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I'll grant you I'm not typically the GM. From your perspective, do you see it making things more interesting as a GM? Because as a player, it's less up my alley, and the GM's response currency without that system is whatever they want it to be, because they're the GM.
It does, I think. It powers "lair actions", gives powers like interrupting turn sequence, making multiple moves in sequence. When the GM has a pool of currency players can see, there's an unsaid acknowledgement things are going wrong/badly, which helps fuel collaboration in the storytelling aspect. I can say that someone fails an attack, but on a fail with fear they miss the attack AND leave themselves open to a harsh counterattack, or perhaps lose their weapon. I can do all of this off the cuff in D&D because 'GM said so', but then the players can feel an adversarial relationship instead of collaborative, which is so much more encouraged in Daggerheart.
All entirely subjective, and at its core it's still heroic fantasy same as hundreds of other systems and if you are put off by rolling two dice for metacurrency, it's likely not for you.
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I would put money on the downfall of WotC being exclusively due to being owned by Hasbro and their executives forcing their greedy practices onto the team.
WotC was already pretty awful before the Hasbro acquisition, as I recall.
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It came from here.
I can see why the comparison to Genysis would exist now but I don't think it's a very worthwhile comparison to make in how they play out and are used in each system.
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Crawford worked on Blue Rose, Warhammer Fantasy, and Mutants & Masterminds outside of WotC.
Ok, I'm not familiar enough with any of those to know what that means in this context. But in any case, weren't his contributions to those games all ages ago? M&M in particular came out almost 30 years ago, right?
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It does, I think. It powers "lair actions", gives powers like interrupting turn sequence, making multiple moves in sequence. When the GM has a pool of currency players can see, there's an unsaid acknowledgement things are going wrong/badly, which helps fuel collaboration in the storytelling aspect. I can say that someone fails an attack, but on a fail with fear they miss the attack AND leave themselves open to a harsh counterattack, or perhaps lose their weapon. I can do all of this off the cuff in D&D because 'GM said so', but then the players can feel an adversarial relationship instead of collaborative, which is so much more encouraged in Daggerheart.
All entirely subjective, and at its core it's still heroic fantasy same as hundreds of other systems and if you are put off by rolling two dice for metacurrency, it's likely not for you.
That interrupting turn sequence part is the one that upsets me the most, and I'm not fond of the extra drag on pacing that the "yes, but"s and "no, however"s can have over time. If they are putting their weight behind it, I hope it's resonating with others, but if they intend to ever replace their D&D with Daggerheart, I wouldn't be thrilled with the substitution.
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That interrupting turn sequence part is the one that upsets me the most, and I'm not fond of the extra drag on pacing that the "yes, but"s and "no, however"s can have over time. If they are putting their weight behind it, I hope it's resonating with others, but if they intend to ever replace their D&D with Daggerheart, I wouldn't be thrilled with the substitution.
Fair enough! I'm not going back to initiative order in any game I play for similar pacing reasons.
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WotC was already pretty awful before the Hasbro acquisition, as I recall.
Internally, yea, but I was speaking more towards the decline of their products, not the treatment of staff, that was being discussed in the top comment.
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Good,
WotCHASBRO is a wretched hive of scum and villainy.FIFY
WotC did some shady shit before, too. Certainly right improve since the acquisition though.
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WotC did some shady shit before, too. Certainly right improve since the acquisition though.
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You know, I'm not surprised about that, and not in a good way. CR is part of RPG culture I'm not good with, and I'm totally unsurprised that people who were part of 5e are joining them.
All I can hope is that seeing Hasbro lose people will draw attention to other systems - or for Hasbro to make a marketing push on the Essence20 system in addition to (or instead of) d20.
What do you mean by RPG culture that you're not good with?
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WotC+D&D is like ~30-40% of Hasbro. The only other brand they have that's worth a similar amount is (ironically enough lmao) Monopoly.
The problem for Hasbro is that, right now, the company doesn't have that much in non WotC moneymakers and hasn't had it for years. There have been attempts by activist investors to push for having WotC demerged from Hasbro so WotC isn't subsidizing the rest of Hasbro. The across-the-board cuts were Hasbro leadership trying to placate investors, but they cut muscle and bone from WotC for some reason instead.
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Could you elaborate on the aspects of the RPG culture you have a problem with? I'm just curious.