

“C’mooooon… play more OneDND 5e2024 5.5e. It’s totally a proper edition this time. Pleeeeeeease?”
In fairness this isn’t the first time. 5e was “DnD Next” (terrible name as well) during its development.


“C’mooooon… play more OneDND 5e2024 5.5e. It’s totally a proper edition this time. Pleeeeeeease?”
In fairness this isn’t the first time. 5e was “DnD Next” (terrible name as well) during its development.
It is unacceptable that Babylon 5 is not on this list. It was rare, at the time, for shows to have a multi-season story arc with character development planned from the start. JMS got his seasons, though, and used them beautifully. Every single episode, even those that don’t contribute to the main storyline advancing, either show a character developing or build the foundations for that development.
FMA:B is up there on “shows I wish I could forget just so I can watch it for the first time again”, and so much of it has is how many characters’ final moments (re)define them. Tossup for me between:


Yeah, I 100% get where you’re coming from. (And I agree with you; the Ori seasons weren’t the strongest of SG-1. Babylon 5 had a similar problem where they wrapped up the entire show’s myth arc, only to be told there’d be a sudden fifth season. It showed.)
I think for me a lot of it depends on whether they decide to “un-conclude” the existing story or branch it off in an entirely new direction. Like, looking to Stargate again, the Ori seasons struggled, but Atlantis was a great way to propagate the concept with a new cast, characters, and story.


I’m kind of ambiguous about the first point. I think you can expand on a tightly-written, concluded story… but not repeatedly. Furthermore, it requires you to - to some degree - shift the focus of the following stories. Continuing the meta-story is all and just fine, but the immediate story can’t be about the same theme/issue/encounter indefinitely.


It’s an episode almost or entirely composed of clips from previous episodes. Usually it has some sort of a framing device - for instance, in an adventure show, it might be the characters taking a ‘breather’ after a tough encounter and musing on how they got here. Or one character might confront another about a situation that’s been brewing, and the clip show is showing bits of that situation leading up to the confrontation.
On an aside, reception to clip shows is an interesting shift. For a long time, one or two were an accepted part of a long-running series - either because it let you make an episode on the cheap using recycled footage, or because in the pre-internet-streaming-on-demand world, it let audiences catch up on what had been happening in episodes they might have missed or seen months ago.
Nowadays, however, they’re almost universally viewed negatively, as their reason for existing is absent and they’re mostly taken as a sign of poor planning by the creators.


This. It says, “I acknowledge you are upset, and accept blame.”


Tactical gameplay is already something I very much encourage. One nice thing about playing with the same group for a long time is that I know they’ll respond when I put things on the map - opportunities to flank, drop or collapse things, and so on.


Thanks for that link! I’ll toss that at my group and see what they think.


Out of all the ideas here, this is one that interest me the most. I’ve seen a lot of things, but not something that does better when you’re low…


Oh, my rolls as DM are private (and of course I’m fudging them as needed). But their rolls are public still!


Well, I’d like to fix the frustration (for both me and my players). Whether that means fixing the rolls or fixing the encounters to account for bad rolls, something needs to be altered.


After I noticed this, to confirm it wasn’t just imagination I just started logging the roll results (d20s, at least) into an Excel sheet as we played. And yeah, they’re actually rolling that badly.


Oh, trust me. I’m already working in that kind of thing.
Actually it was a sign of how incredibly frustrated my group is with this situation that they - who normally will pull out every stop to ensure not a single foe escapes - looked at the fleeing NPCs and said “Nah, forget that. We’re not dealing with more of that.”


Don’t know if you caught it in the OP, but this is already a digital platform. I will look into the idea of a “trinket of luck” or something (non-attuned, because punishing them for their bad luck seems like a bad move).


I really think you were one of the few people who actually read that bit of the original post… thank you!


Civilizations are big, and people are resilient - so we rarely find things like, “This plague/volcanic eruption/extinction of a species 100% wiped out this civilization and their culture”. People tended to move away rather than just die, and their cultures tended to assimilate and combine rather than just vanish.
But there are placed where we reasonably believe that natural consequences resulted in the decline of civilizations:
The decline of the Sumerian nations is associated with increasing salinity of the fields in southern Sumeria, shifting populations north towards Akkad. I believe there’s still uncertainty over whether this was driven by Sumerian irrigation practices or some other cause, but the fact that it happened is undeniable.
The Hittite Empire was a vast prehistoric empire which collapsed as part of a period of upheaval known as the Late Bronze Age collapse. The cause of the collapse is still disputed, but it is clear that there was some environmental shift involved. Warfare, plague, and economic changes may also have contributed.
In both these cases, we have only very fragmentary remnants of the surviving culture, often filtered through the lens of subsequent civilizations’ recordings. The Hittites even were arguably “lost” for a time - until the mid-1800s, they were only known through Biblical references, rather than any relics or ruins.


For reference, the first generation of IPhone actually preceded the IPod Touch, but the Touch reached my friend group first. Thus my reaction when I first heard of the IPhone was more or less,
“The IPod Touch is a gimmick, and now they want to make it your phone? Why the hell would anyone want a touchscreen phone in your pocket? Touchscreens are finnicky at the best of times, break at the slightest provocation, and a whole computer in your pocket would cost an absolute fortune. There’s nothing wrong about just carrying an Mp3 player and phone separate in your pocket; this is just Apple selling an overpriced toy to their fanboys. Touch-screen computer-phones will never take off.”
Boy do I feel like an idiot now.


Ah well, fair enough.
Oh, I’m not arguing about placeholder names. This whole issue is placeholder names escaping into the wild.
To me personally though, “2024” felt like the last gasp of Hasbro trying to sell an infinitely-rolling, “DnD-as-a-service” dynamic. Fans broadly understand editions and expect them to come with a serious scope of updates, but “annuals” could be deliberately confusing and ephemeral. The hope was they’d seem “new and shiny” enough to still prompt fans to buy them.
Or maybe that’s just over-conspiratorial thinking. I dunno.