WIZARDS OF THE COAST: Dragonborn have no tails.
D&D FANS: Ahahaha no.
WOTC: And tieflings are almost always red.
FANS: Hells no.
So that took me… two weeks? Of grinding and egg hunts. Plus another two days to level all the masteries (I already had the points saved up, thankfully).
Now that I can basically fly around indefinitely1 at will, it’s time to go collect all those other jumping-related mastery points I missed out on the first time around! Whee!
The reason that letting the audience choose its own story keeps failing when the entertainment industry tries it is that it’s a bad idea. It’s the author’s job to write the story. They can then choose a way to convey that story that gives the reader freedom in how they experience it. But if the story itself is merely a loose collection of different options, each in a different genre and with a completely different tone, then what they’ve created isn’t a coherent work, but a self-indulgent mess.
Abigail Nussbaum on story.
This is from a really, really good comparative look between Black Mirror‘s “Bandersnatch” and the “walking simulator” video game genre which, among other things, really nails why I can’t fucking stand Black Mirror‘s smug, lukewarm, late-to-the-fucking-party takes on things. Also Firewatch was a fantastic game, so was Gone Home, and while I didn’t love Night in the Woods I can see why people do.
Also related thought: the tension in tabletop RPGs between “the GM designs the game and the players experience it” versus “the players make-up the game and the GM facilitates” it. I’ve mentioned before I am… not particularly a fan of the latter approach and, again, I think this article well-articulates why.
Reading up on Monster of the Week before our game and…
My big Issue with PbtA games is they tend to be both, like… too prescriptive and too vague, all at the same time? Like stats and abilities are all super-simplified, which is fine, but then… moves are super prescriptive at the same time? Like, try and play for e.g. Monsterhearts as an investigative game—which, spoiler alert, we did—and see what I mean. Because of the way Moves are structured in that game, there’s basically no way to convey in-character information independently of player deduction, unless you resort to, like, some kind of precognition/supernatural intervention mechanic, which often ends up feels really GM-ex-machina-y.