• Study: Dungeons and Dragons may improve mental health

    From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd,rec.games.frp.advocacy,rec.games.frp.misc on Sat Apr 13 09:03:22 2024
    From Newsgroup: rec.games.frp.dnd

    Source: https://www.jcu.edu.au/news/releases/2024/april/dungeons-and-dragons-may-improve-mental-health

    Researchers have found that people who play the game Dungeons and
    Dragons (D&D) show improvements in their mental health.

    James Cook University PhD researcher Alyssia Merrick led the study,
    which analysed the effect the game had on 25 people who played over
    eight weeks.

    She said D&D is a tabletop game involving paper and pen, typically
    played over a series of sessions and with three to six people taking on
    player charactersrCO roles and one person who takes on the role of the
    Dungeon Master (DM).

    rCLThe DM is charged with guiding the playersrCO journey and plays the role
    of enemies and nonplayer characters the players interact with. Players
    roll dice to determine the result of game actions. The die roll is
    modified by the abilities given to the playersrCO characters,rCY said Ms Merrick.

    She said researchers measured aspects of the mental health of 25 people
    with a mean age of 28, including eight females. Four had never played
    D&D at any level.

    They played eight one-hour sessions of D&D over eight weeks before their mental health was measured again.

    rCLThe game involved players tracking a goblin through a cave system after
    it had stolen from a town, and players faced monsters and traps as part
    of this pursuit,rCY said Ms Merrick.

    She said participants demonstrated significant decreases in depression,
    stress and anxiety and significant increases in self-esteem and
    self-efficacy over the study period.

    rCLPlayers often say playing D&D is cathartic and provides a space to
    express emotions in the game without concern for outside consequences.
    Due to the nature of the game being cooperative, D&D also offers players
    a sense of connectedness and a safe space to explore their mental health problems, allowing them to feel more at ease.

    rCLThis work and a growing number of other case studies suggest D&D can be harnessed to minimise the impact of anxiety symptoms,rCY said Ms Merrick.

    Link to paper here: https://researchonline.jcu.edu.au/81119/1/JCU_Merrick%20et%20al%202023%20AAM.pdf


    Contacts
    Alyssia Merrick
    E: alyssia.merrick@my.jcu.edu.au
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  • From Justisaur@justisaur@yahoo.com to rec.games.frp.dnd,rec.games.frp.advocacy,rec.games.frp.misc on Sat Apr 13 08:36:54 2024
    From Newsgroup: rec.games.frp.dnd

    On 4/13/2024 12:03 AM, Kyonshi wrote:
    Source: https://www.jcu.edu.au/news/releases/2024/april/dungeons-and-dragons-may-improve-mental-health

    Researchers have found that people who play the game Dungeons and
    Dragons (D&D) show improvements in their mental health.

    They played eight one-hour sessions of D&D over eight weeks before their mental health was measured again.

    Ugh, I tried running some one hour sessions on roll20. It's just not
    long enough, one person has to go eary, or is a bit late and you've lost
    a good deal of time. I've run and played some 2 hour sessions in roll20
    and even that feels very short, but it was just barely enough. I had
    some 3 hours live sessions which were supposed to be 4, and even that
    felt like it wasn't long enough even minimizing the social niceties of catching up and goodbys. 4 felt like the real minimum it works for. I
    used to run 6 hour sessions, but I just don't have the stamina for it
    anymore.

    I have to wonder if those were online or in person, as I strongly feel
    the in person games feel more therapeutic.

    I feel like generally computer games are the opposite for mental health,
    no studies to go off of, and I love my computer games, but I can tell I
    feel worse both mental health and physically after a longer session.
    Better than watching TV though, as at least it's still good for your
    reactions and staying sharp mentally.

    Link to paper here: https://researchonline.jcu.edu.au/81119/1/JCU_Merrick%20et%20al%202023%20AAM.pdf


    I always used to say D&D keeps me sane. I haven't played a live game
    since covid (well maybe 1-3 sessions total) and the last online was over
    a year ago. I'm sure the covid lockdown wasn't good for mental health
    and I feel far more anxious and depressed than I have perhaps ever (well
    no, my mid-late teens/early 20's were worse, combined with life changing injuries and even more isolation.)

    I'm hanging on but I really need to get some D&D or RPGs going. I've
    done a bit of soloing in the more distant past, but I don't feel it has
    any or much positive mental effect either.

    I suppose I should try to get back to the meetups or something, but I
    had negligible interest in non 5e last time I tried, which I really
    dislike. What I'd really like to see from D&D is a much simplified
    current version like the basic sets. (I know there's basic 5e, but it's
    still the same rules just with a lot of player options dropped, only 4 classes/races, which isn't the problem.)
    --
    -Justisaur

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  • From dozens@dozens@tilde.team to rec.games.frp.dnd,rec.games.frp.advocacy,rec.games.frp.misc on Sat Apr 13 09:51:30 2024
    From Newsgroup: rec.games.frp.dnd

    On 4/13/24 1:03 AM, Kyonshi wrote:
    Source: https://www.jcu.edu.au/news/releases/2024/april/dungeons-and-dragons-may-improve-mental-health

    Researchers have found that people who play the game Dungeons and
    Dragons (D&D) show improvements in their mental health.

    Came here to post this. Got scooped by Kyonshi. Typical day :)

    Good find though. When I was going through tough times (coincidentally
    around the start of the pandemic) I could tell that ttrpgs were a very important part of my mental healthcare strategy. Even without a
    scientific study to prove it. Stories of empowerment, and just feeling something other than trauma for a little while, made a huge difference
    for me.

    Highlights:

    A typical leisure playing session of D&D lasts between 3 to 8 hr. The
    current study split up the typical session of eight hours into eight 1
    hr sessions over 8 weeks.

    My longest regular sessions used to max out around 4 hours. My shortest regular sessions run 2 hours. 8 hours sounds unimaginable to me! I have
    to assume there would be tons of breaks baked in. But still. Also, 1
    hour seems like it would be very challenging to pull off and still get
    the feeling of having played a "complete" session.

    A D&D module was specifically developed for the current study. It was
    written by two of the aforementioned DMs [...] This quest involved
    players tracking a goblin who had stolen a townrCOs belongings through a
    cave system (PCs found themselves facing monsters and traps as part of
    this pursuit). The quest culminated in a social dilemma, in which the
    goblin confessed to stealing the townrCOs items to feel as if they fit
    into regular society. Through their combined effort, PCs were able to
    resolve the conflict with the goblin and return the missing items to the
    town, where they were heralded as heroes.

    I wonder if the author(s) would be willing to publish the module. I'd be interested in reading it at the very least for the sake of novelty.
    Maybe even playing through it!

    D&D is an example of play. Play has been defined as an unproductive
    activity, governed by rules and facilitated using make-believe

    I think the existence of this study challenges this definition! What is unproductive about significantly decreasing depression, stress, and
    anxiety; and increasing self-esteem and self-efficacy?

    Given that play facilitates escapism in a form that is usually
    positive and enjoyable, it may therefore lead to flow

    The whole section on flow, starting on page 10, is really good.

    The conclusion makes me wonder whether D&D has decreased efficacy
    compared to other ttrpgs. Specifically ones that aren't so heavily
    focused on combat and violence. On the other hand, D&D does tend to have
    very clear and accomplishable goals, which can feel very good when one
    is otherwise experiencing a lot of hopelessness and feeling overwhelmed.
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  • From Justisaur@justisaur@yahoo.com to rec.games.frp.dnd,rec.games.frp.advocacy,rec.games.frp.misc on Sat Apr 13 10:00:02 2024
    From Newsgroup: rec.games.frp.dnd

    On 4/13/2024 8:51 AM, dozens wrote:
    On 4/13/24 1:03 AM, Kyonshi wrote:
    A D&D module was specifically developed for the current study. It was
    written by two of the aforementioned DMs [...] This quest involved
    players tracking a goblin who had stolen a townrCOs belongings through a cave system (PCs found themselves facing monsters and traps as part of
    this pursuit). The quest culminated in a social dilemma, in which the
    goblin confessed to stealing the townrCOs items to feel as if they fit
    into regular society. Through their combined effort, PCs were able to resolve the conflict with the goblin and return the missing items to the town, where they were heralded as heroes.

    I wonder if the author(s) would be willing to publish the module. I'd be interested in reading it at the very least for the sake of novelty.
    Maybe even playing through it!

    I'd love to try some specifically 'theraputic' modules.

    D&D is an example of play. Play has been defined as an unproductive
    activity, governed by rules and facilitated using make-believe

    I think the existence of this study challenges this definition! What is unproductive about significantly decreasing depression, stress, and
    anxiety; and increasing self-esteem and self-efficacy?

    Yes. Of course what really needs to happen is a larger study with a
    control group. Of course finding other activities that don't have any
    impact one way or another may be difficult. Is it better than an hour
    of yoga, meditation, acupuncture, prayer, reading, playing a CRPG etc.

    Given that play facilitates escapism in a form that is usually
    positive and enjoyable, it may therefore lead to flow

    The whole section on flow, starting on page 10, is really good.

    I hadn't read the paper, I just saw a lot of formulae and numbers early
    and decided it was above me. Thanks for pointing that out. Some good
    quotes:

    "If a D&D gamerCOs challenge level is too high, players are likely to feel anxious. If the challenge level is too low, players may feel bored."

    People have different levels of that though and it can be hard to get
    into a game that has the right level for you. It's not just that
    though. I feel like 5e is too mechanical and slow and leads to boredom.
    My own system ended up too fast on the other hand, which I didn't
    think was possible before making it. I over-optimized for speed of play
    which I didn't have an answer for. It's also hard to know as I was the
    one running it, was that just because I was so familiar with it?

    I feel like Dungeon Robber (which I partially based it on) may go that direction for live play as well (while it feels a bit slow playing the
    CRPG version.)

    The conclusion makes me wonder whether D&D has decreased efficacy
    compared to other ttrpgs. Specifically ones that aren't so heavily
    focused on combat and violence. On the other hand, D&D does tend to have very clear and accomplishable goals, which can feel very good when one
    is otherwise experiencing a lot of hopelessness and feeling overwhelmed.

    It sounds like the adventure they did may not have had much if any
    combat in it though as it talks about tracking down a goblin who stole
    things and finding out the goblin just felt like it didn't fit in, and
    stole things to feel like it did (no mention of how the PCs reacted or
    solved it at that point.)

    That may go toward that balance though, Even back in 2e I felt that
    about half non-combat activities and half combat was a good balance.
    All of the 5e I've played has been far on the side of combat,
    exacerbated by the slow and prolonged combat system, and even skills
    being mechanical resolutions.
    --
    -Justisaur

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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Sat Apr 13 14:07:47 2024
    From Newsgroup: rec.games.frp.dnd

    On Sat, 13 Apr 2024 08:36:54 -0700, Justisaur <justisaur@yahoo.com>
    wrote:
    On 4/13/2024 12:03 AM, Kyonshi wrote:
    Source:
    https://www.jcu.edu.au/news/releases/2024/april/dungeons-and-dragons-may-improve-mental-health

    Researchers have found that people who play the game Dungeons and
    Dragons (D&D) show improvements in their mental health.

    They played eight one-hour sessions of D&D over eight weeks before their
    mental health was measured again.

    Ugh, I tried running some one hour sessions on roll20. It's just not
    long enough, one person has to go eary, or is a bit late and you've lost
    a good deal of time. I've run and played some 2 hour sessions in roll20
    and even that feels very short, but it was just barely enough. I had
    some 3 hours live sessions which were supposed to be 4, and even that
    felt like it wasn't long enough even minimizing the social niceties of >catching up and goodbys. 4 felt like the real minimum it works for. I
    used to run 6 hour sessions, but I just don't have the stamina for it >anymore.

    I have to wonder if those were online or in person, as I strongly feel
    the in person games feel more therapeutic.

    While I generally agree with the sentiment that longer sessions make
    for better games, I'd guess that the therapeutic benefits come not
    actually from the gameplay, but the social interaction. If you're
    stuggling mentally, just being able to come together and open up -
    even if its only for an hour - is going to be incredibly helpful.

    I mean, as much as I love the game and will cheerfully tout its
    virtues, it's not really D&D that's the magic. Getting these same
    people together to build Lego with others or freeform theater or any
    other similar activity would probably have the same effect. It's about
    getting people together, in a relaxed environment, where they can open
    up and trust themselves and others. It just happens that D&D is good
    at this, and is seen as a 'fun' activity suitable for both kids and
    adults.

    Making the games longer than an hour would have a negative effect,
    especially since (as I'm sure we all can attest) getting people
    together for any significant amount of time can be very difficult. And
    - especially if you're struggling with your own issues - longer
    sessions might just be too exhausting.

    TL;DR: I'm fine with the one hour sessions. I'm just hoping that it
    will lead these players to keep at the game and join the rest of us as
    we play through the night.*







    * not that I can do that anymore. But back in the day we'd do 12+
    hours at a stretch if we could. ;-P



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  • From Justisaur@justisaur@yahoo.com to rec.games.frp.dnd on Mon Apr 15 06:23:03 2024
    From Newsgroup: rec.games.frp.dnd

    On 4/13/2024 11:07 AM, Spalls Hurgenson wrote:

    * not that I can do that anymore. But back in the day we'd do 12+
    hours at a stretch if we could. ;-P

    Oof. I don't think I ever did that long, We did have some Saturday
    night sessions that went from like 9 pm to 6 am. That was probably more
    too late than too long.

    I played games at a con for probably 16 hours minus meals and some
    breaks when I was 15, but they were different games.
    --
    -Justisaur

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    ^'

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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Mon Apr 15 10:17:40 2024
    From Newsgroup: rec.games.frp.dnd

    On Mon, 15 Apr 2024 06:23:03 -0700, Justisaur <justisaur@yahoo.com>
    wrote:
    On 4/13/2024 11:07 AM, Spalls Hurgenson wrote:

    * not that I can do that anymore. But back in the day we'd do 12+
    hours at a stretch if we could. ;-P

    Oof. I don't think I ever did that long, We did have some Saturday
    night sessions that went from like 9 pm to 6 am. That was probably more
    too late than too long.

    I played games at a con for probably 16 hours minus meals and some
    breaks when I was 15, but they were different games.

    When I was younger*, our gang would meet up around noon and keep at it
    until two or three in the morning. It wasn't constant playing - we'd
    have breaks for lunch and dinner, sometimes even leaving the
    basement!** And there were constant diversions in between - some even
    game related! - from discussions about music, fencing instructions, or
    showing off the latest video game.

    And oh-so-many Python*** quotes.

    Out of the 12 or so hours, we'd have maybe six or seven actual
    'game-play'. It was mostly just a chance for some young men and women
    to get together and have fun every other week.

    As we got older - and our time became more precious - those long
    sessions became only fond memories. Now we're LUCKY if we can extend
    it to six hours (with usual time off for dinner breaks), and it was
    usually closer to three or four hours.

    Sadly, these days the average is rolling around zero. Covid really did
    a number on our group...




    * A bit older than you were in your con-days
    ** we didn't actually play in the basement
    *** Monty, not the computing language. That I have to make such a
    distinction just goes to show how much the culture has shifted over
    the past three decades ;-)


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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd,rec.games.frp.advocacy,rec.games.frp.misc on Wed Apr 17 13:31:43 2024
    From Newsgroup: rec.games.frp.dnd

    On 4/13/2024 5:51 PM, dozens wrote:
    On 4/13/24 1:03 AM, Kyonshi wrote:
    Source:
    https://www.jcu.edu.au/news/releases/2024/april/dungeons-and-dragons-may-improve-mental-health

    Researchers have found that people who play the game Dungeons and
    Dragons (D&D) show improvements in their mental health.

    Came here to post this. Got scooped by Kyonshi. Typical day :)

    I got admit I am trying to fill the frp-hierarchy with a bit more life, because I think it's kind of sad if it disappears. After all
    .storyteller and .industry already got kicked out of the big eight. So I periodically check for appropriate news to post. It's a bit of a pet
    project.


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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Wed Apr 17 18:29:40 2024
    From Newsgroup: rec.games.frp.dnd

    On Wed, 17 Apr 2024 13:31:43 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    I got admit I am trying to fill the frp-hierarchy with a bit more life, >because I think it's kind of sad if it disappears. After all
    .storyteller and .industry already got kicked out of the big eight. So I >periodically check for appropriate news to post. It's a bit of a pet >project.

    And its appreciated.

    Even the smallest effort can keep a newsgroup alive. For whatever
    reason, a lot of people don't like to create new threads, preferring
    only to respond to existing posts. But if nobody posts, there's no
    traffic. No traffic, no reason to read. No reason to read, people stop visiting. And then the newsgroup dies.

    But even an occassional post can keep a newsgroup going on
    indefinitely. More posts encourage others to step up and start their
    own threads. People come back, participate. There's a lot of lurkers
    out there just waiting for a reason to keep reading Usenet.

    So thank you for your posts. Usenet is a precious resource and
    something close to my heart, and anything to keep it alive is quite
    welcome.

    (I just wish I had more to say about frp.dnd... but I'm barely
    involved in the game anymore and completely out of touch with the
    latest trends. I mean, I guess we could rehash old issues, like: who
    would in a fight, Drizzt Duorden or Elminster? ;-)



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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd on Thu Apr 18 01:15:57 2024
    From Newsgroup: rec.games.frp.dnd

    On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:

    (I just wish I had more to say about frp.dnd... but I'm barely
    involved in the game anymore and completely out of touch with the
    latest trends. I mean, I guess we could rehash old issues, like: who
    would in a fight, Drizzt Duorden or Elminster? ;-)



    cue to me ranting how the Forgotten Realms are the worst of the DnD
    settings and really never should have become as popular as they somehow are

    :P

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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Thu Apr 18 12:30:39 2024
    From Newsgroup: rec.games.frp.dnd

    On Thu, 18 Apr 2024 01:15:57 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:

    (I just wish I had more to say about frp.dnd... but I'm barely
    involved in the game anymore and completely out of touch with the
    latest trends. I mean, I guess we could rehash old issues, like: who
    would in a fight, Drizzt Duorden or Elminster? ;-)



    cue to me ranting how the Forgotten Realms are the worst of the DnD
    settings and really never should have become as popular as they somehow are

    I actually quite enjoyed the original "Forgotten Realms" setting, as
    described in the originally grey-boxed AD&D release. A lot of my own
    campaign material emulated the style of its 'Cyclopedia of the Realms' sourcebook. It was only later that the setting started to annoy me, as
    it became ever-more magic-heavy and every corner of it was detailed by TSR/WOTC, leaving no room for exploration or development by players
    and DMs. Forcing obvious fantasy-equivalents to real-world places
    (Kara Tur = China! Maztica = Central America! Al Qadim = Mythic
    Arabia!) didn't help; it just made the entire construct feel all the
    more disjointed. And once certain characters started gaining undue
    popularity, the whole thing started feeling weirdly tiny and
    soap-operaish ("Oh look, Drizzt Duorden is in this adventure too!")


    The "Forgotten Realms" was never /great/, but in its original form, it
    was a good 'starting point' - a baseline 'adventure world' - for
    beginner players, I think. It certainly appealed to me more than the
    "Mystara" setting of BECMI D&D, or Greyhawk.




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  • From Justisaur@justisaur@yahoo.com to rec.games.frp.dnd on Fri Apr 19 08:10:18 2024
    From Newsgroup: rec.games.frp.dnd

    On 4/18/2024 9:30 AM, Spalls Hurgenson wrote:
    On Thu, 18 Apr 2024 01:15:57 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:

    (I just wish I had more to say about frp.dnd... but I'm barely
    involved in the game anymore and completely out of touch with the
    latest trends. I mean, I guess we could rehash old issues, like: who
    would in a fight, Drizzt Duorden or Elminster? ;-)



    cue to me ranting how the Forgotten Realms are the worst of the DnD
    settings and really never should have become as popular as they somehow are

    I actually quite enjoyed the original "Forgotten Realms" setting, as described in the originally grey-boxed AD&D release. A lot of my own
    campaign material emulated the style of its 'Cyclopedia of the Realms' sourcebook. It was only later that the setting started to annoy me, as
    it became ever-more magic-heavy and every corner of it was detailed by TSR/WOTC, leaving no room for exploration or development by players
    and DMs. Forcing obvious fantasy-equivalents to real-world places
    (Kara Tur = China! Maztica = Central America! Al Qadim = Mythic
    Arabia!) didn't help; it just made the entire construct feel all the
    more disjointed. And once certain characters started gaining undue popularity, the whole thing started feeling weirdly tiny and
    soap-operaish ("Oh look, Drizzt Duorden is in this adventure too!")


    The "Forgotten Realms" was never /great/, but in its original form, it
    was a good 'starting point' - a baseline 'adventure world' - for
    beginner players, I think. It certainly appealed to me more than the "Mystara" setting of BECMI D&D, or Greyhawk.


    I loved the original 1e gray box, the Waterdeep supplement added some
    really nice tables for things like picking pockets. 2e after
    spellplague was so-so. While the novels were o.k. for high-fantasy
    pulp, I found they made my job harder as a DM as many of my players knew
    them far better than I did and I always felt changes to the world would
    be criticized. They weren't but I felt the imagined pressure and
    pressure to constrain my adventures to the written setting.
    --
    -Justisaur

    |+-|+
    (\_/)\
    `-'\ `--.___,
    -|-4'\( ,_.-'
    \\
    ^'

    --- Synchronet 3.21d-Linux NewsLink 1.2
  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd on Sat Apr 20 01:29:42 2024
    From Newsgroup: rec.games.frp.dnd

    On 4/19/2024 5:10 PM, Justisaur wrote:
    On 4/18/2024 9:30 AM, Spalls Hurgenson wrote:
    On Thu, 18 Apr 2024 01:15:57 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:

    (I just wish I had more to say about frp.dnd... but I'm barely
    involved in the game anymore and completely out of touch with the
    latest trends. I mean, I guess we could rehash old issues, like: who
    would in a fight, Drizzt Duorden or Elminster? ;-)



    cue to me ranting how the Forgotten Realms are the worst of the DnD
    settings and really never should have become as popular as they
    somehow are

    I actually quite enjoyed the original "Forgotten Realms" setting, as
    described in the originally grey-boxed AD&D release. A lot of my own
    campaign material emulated the style of its 'Cyclopedia of the Realms'
    sourcebook. It was only later that the setting started to annoy me, as
    it became ever-more magic-heavy and every corner of it was detailed by
    TSR/WOTC, leaving no room for exploration or development by players
    and DMs. Forcing obvious fantasy-equivalents to real-world places
    (Kara Tur = China! Maztica = Central America! Al Qadim = Mythic
    Arabia!) didn't help; it just made the entire construct feel all the
    more disjointed. And once certain characters started gaining undue
    popularity, the whole thing started feeling weirdly tiny and
    soap-operaish ("Oh look, Drizzt Duorden is in this adventure too!")


    The "Forgotten Realms" was never /great/, but in its original form, it
    was a good 'starting point' - a baseline 'adventure world' --a for
    beginner players, I think. It certainly appealed to me more than the
    "Mystara" setting of BECMI D&D, or Greyhawk.


    I loved the original 1e gray box, the Waterdeep supplement added some
    really nice tables for things like picking pockets.-a 2e after
    spellplague was so-so.-a While the novels were o.k. for high-fantasy
    pulp, I found they made my job harder as a DM as many of my players knew them far better than I did and I always felt changes to the world would
    be criticized.-a They weren't but I felt the imagined pressure and
    pressure to constrain my adventures to the written setting.



    I came into Forgotten Realms in 2e, after already having read a few
    novels and played a few games I sprung for the campaign set. And I felt
    it was grating in ways that few other settings have been. There was the feeling about the whole setting material that this was basically just a
    theme park of a world, where even if you don't succeed, some high level
    NPC will swoop in and save everyone.
    I did notice the barely logical worldbuilding in other settings as well.
    I have a fondness for Mystara. But at least that setting didn't throw a
    bunch of high level NPCs at you that were just there to show you how
    much you and your party sucked.

    Even then I was ok with the setting until the switch to 3rd edition
    happened and the setting had a time jump of a few decades. That's
    basically the best sign for a setting to say: yeah, the designers don't
    care about this setting, why should you?

    It is my understanding that by now multiple further jumps have happened.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Sat Apr 20 11:14:01 2024
    From Newsgroup: rec.games.frp.dnd

    On Fri, 19 Apr 2024 08:10:18 -0700, Justisaur <justisaur@yahoo.com>
    wrote:

    On 4/18/2024 9:30 AM, Spalls Hurgenson wrote:
    On Thu, 18 Apr 2024 01:15:57 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:

    (I just wish I had more to say about frp.dnd... but I'm barely
    involved in the game anymore and completely out of touch with the
    latest trends. I mean, I guess we could rehash old issues, like: who
    would in a fight, Drizzt Duorden or Elminster? ;-)

    cue to me ranting how the Forgotten Realms are the worst of the DnD
    settings and really never should have become as popular as they somehow are

    The "Forgotten Realms" was never /great/, but in its original form, it
    was a good 'starting point' - a baseline 'adventure world' - for
    beginner players, I think. It certainly appealed to me more than the
    "Mystara" setting of BECMI D&D, or Greyhawk.

    I loved the original 1e gray box, the Waterdeep supplement added some
    really nice tables for things like picking pockets. 2e after
    spellplague was so-so.

    Honestly, the quality was going down even before that. The 1st Edition supplements ('FR1 Waterdeep and the North' through 'FR6 Dreams of the
    Red Wizards' (1988), why yes, I do still own all my old books why do
    you ask? ;-) retained a lot of the feel of the original campaign
    setting. But the world-building started declining after that, and by
    the time 'FR13 Anauroch' (1991) released, there was little reason to
    stick with the Forgotten Realms after that. TSR was pumping out too
    much material, too quickly and with too little review* and it resulted
    in a very messy setting.

    The 2E/3E Spellplague transition was just the icing on a very shitty
    cake, by that time.


    While the novels were o.k. for high-fantasy
    pulp, I found they made my job harder as a DM as many of my players knew >them far better than I did and I always felt changes to the world would
    be criticized. They weren't but I felt the imagined pressure and
    pressure to constrain my adventures to the written setting.

    Fortunately, I very rarely had to deal with that, since most of my
    campaigns were in a home-brew setting. But we occassionally played in
    the Forgotten Realms (usually when one of the players wanted to try
    their hand at DMing) and what you described was a definite problem.
    Although it was less pressure to conform, and more an issue with every
    player KNOWING too much about the world. "Oh, let's go visit
    Elminster" or "Red Wizards are all evil bastards" or "that skull
    symbol is actually the mark of the secretive cult of Myrkul".

    As much as we might have tried to avoid 'player knowledge = PC
    knowledge', so much of the lore was so commonly known that it was hard
    to avert. Between the novels, comics, video games and immense hoard of
    official supplements, we all were saturated with Forgotten Realms lore
    and it pretty much ruined all sense of mystery and wonder... which I'd
    argue is an important part of any fantasy setting.

    Which is probably another reason why the original material resonates
    so fondly with me; it came out before all the magic was gone from the
    setting.





    * inevitable commentary about Lorraine Williams doubtlessly to follow
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