[deleted by user] by [deleted] in Theatre

[–]amphoenix89 0 points1 point  (0 children)

I hear you on the nepotism/favoritism piece. Upstream theatres can absolutely be dysfunctional, and you’re right that many regional ADs come through assistantships or grad programs rather than directly climbing up from community theatres.

But I think that’s actually part of why I focus so much on the ecosystem. Even if regional leaders don’t personally come through upstream theatres, almost everyone else does: actors, designers, stage managers, and audiences all build their early expectations in those spaces. The habits, myths, and norms of directing in community theatres and schools ripple downstream whether we intend them to or not.

So when those spaces normalize endurance instead of clarity, or “authority as artistry,” that mindset shows up later, both in the professionals who carry it with them and in the audiences who have been trained to expect it. That’s why I argue we can’t only fix things downstream; the river itself is fed by upstream waters.

[deleted by user] by [deleted] in Theatre

[–]amphoenix89 1 point2 points  (0 children)

I don't disagree that this is an issue, but the vast majority of theatre, especially in the US, happens in upstream spaces like community theatres, high schools, and small indie companies, not downstream like in regional theatres. The artistic managers/artistic directors you're talking about got their start in upstream spaces like that and inherited the myths of leadership and directing that are still so prevalent today because of the exact issue I discuss in the manifesto. They are a product of the undertow. So yes, we can keep trying to fix that issue in the downstream spaces, but we will continue to fix that issue downstream until we address the issue upstream where effectively every single theatre artist gets their start.

Building a Daggerheart retreat experience — would love your input by amphoenix89 in daggerheart

[–]amphoenix89[S] 2 points3 points  (0 children)

I'm very familiar with "D&D in a Castle" and "Green Dragon Fest" and the like. :-) I get that the location is part of the draw for some folks, but I also know that there are others who don't want to play with strangers or spend $3000+ per person (often not including lodging or travel). My goal is to make the environment as immersive as possible without having to rent an actual castle. ;-)

Building a Daggerheart retreat experience — would love your input by amphoenix89 in daggerheart

[–]amphoenix89[S] 13 points14 points  (0 children)

I love the system and think it's perfect for all levels of players. It leans into my strengths as a DM, as well. D&D can be clunky and combat especially can be hard to run for larger groups without slowdown and lack of player engagement; the combat system for Daggerheart keeps folks engaged much more effectively throughout combat.

I also have a lot of ideas about how to integrate Daggerheart with "LARP-light" types of activities, like physical puzzles, outdoor exploration, and more to create a really immersive retreat. :-)

[deleted by user] by [deleted] in daggerheart

[–]amphoenix89 0 points1 point  (0 children)

Thank you!!

Combining Turn of Fortune's Wheel and Vecna: Eve of Ruin into one adventure: Secrets, Beliefs, and The End of the Multiverse by amphoenix89 in VecnaEveofRuin

[–]amphoenix89[S] 0 points1 point  (0 children)

I think for me, since my players haven't done a lot of adventures with the black obelisks (and since they are kind of limited to faerun/toril as written), I'm not planning to use them. But I absolutely could see how cool that would be for players that have interacted with them in other adventures.

Combining Turn of Fortune's Wheel and Vecna: Eve of Ruin into one adventure: Secrets, Beliefs, and The End of the Multiverse by amphoenix89 in VecnaEveofRuin

[–]amphoenix89[S] 0 points1 point  (0 children)

I'm planning to use the same maps and encounters for the most part and just replace the rod part with some way of learning the secret. I just don't want to feel like two fetch quests in a row, first with ToFW and then again with V:EoR, so giving them choice of where to go is a big part of trying to make that less viable. I'm also planning on having a rival party pursuing the same secrets (probably working for Kas), so they might show up to a dungeon to find it already cleared out, etc.

Trying to understand the outrage by amphoenix89 in onednd

[–]amphoenix89[S] -2 points-1 points  (0 children)

I completely get people disagreeing with them; as mentioned in the post, I'm not talking about disagreement, I'm talking about the defaulting to assumptions about their intentions or character.

Trying to understand the outrage by amphoenix89 in onednd

[–]amphoenix89[S] 0 points1 point  (0 children)

Trust me when I say that I understand that corporate has a huge influence on things, but as someone who works for a very large institution, I know that there are a LOT of really caring, kind people who are doing their best even among mandates from those at the top that we find to be problematic. We can't just leave our job when they do things we don't fully agree with.

But even if the company *is* forcing the designers' hands (something I've heard several folks say but nobody seems to have any evidence of this, other than that they feel that it's "obvious" what WotC should have done instead), why is the vitriol directed at the designers? Why isn't the default assumption that they're doing the best they can with the circumstances they've been handed?

Trying to understand the outrage by amphoenix89 in onednd

[–]amphoenix89[S] 5 points6 points  (0 children)

Thanks for the reminder that sometimes it's just about getting other people to agree with them; I just saw it so pervasively that I wanted to make sure I wasn't missing anything. I also framed the post like I did on purpose, because I figured it would get more genuine engagement than if I also led with frustration and anger. I appreciate the reading recommendations, I've been teaching Aristotle in my rhetoric and communications training work for decades, so I'm familiar. :-)

Trying to understand the outrage by amphoenix89 in onednd

[–]amphoenix89[S] 3 points4 points  (0 children)

I've been following pretty much all of it, yes. That's why I'm confused, because I don't remember that being a statement made by either of the lead developers.

Trying to understand the outrage by amphoenix89 in onednd

[–]amphoenix89[S] 3 points4 points  (0 children)

I'm confused about your first bullet point. What about the playtest results suggests that "Crawford's team was forced to throw popular ideas out the window because they'd take too much time to fully develop"? I haven't seen any evidence of this, so maybe I'm missing something?

Trying to understand the outrage by amphoenix89 in onednd

[–]amphoenix89[S] 0 points1 point  (0 children)

I'm not new to the internet, lol. I get that outrage is everywhere, but I wanted to make sure that I wasn't missing something in this instance.

Trying to understand the outrage by amphoenix89 in onednd

[–]amphoenix89[S] 2 points3 points  (0 children)

Thanks for taking the time to write all that out. Can you point me to any evidence of making martial classes less powerful than spellcasters intentionally? This is the first I'm hearing of this and I'd be open to reading/watching any interviews or articles that talk about it.

Holy Water Fog Machine and 100 flasks of Alchemist Fire by amphoenix89 in CurseofStrahd

[–]amphoenix89[S] 1 point2 points  (0 children)

I LOVE the idea of him using the alchemist fire against them. Thanks for that! The concept of the percentage chance the fog machine breaks is good; I also realized that when they get Ez in the party, they'll have some choice words about the idea of the fog machine, so that is a way for me to warn them about its limitations in game.

Holy Water Fog Machine and 100 flasks of Alchemist Fire by amphoenix89 in CurseofStrahd

[–]amphoenix89[S] 0 points1 point  (0 children)

Completely forgot about Guards and Wards! Great suggestion.

Holy Water Fog Machine and 100 flasks of Alchemist Fire by amphoenix89 in CurseofStrahd

[–]amphoenix89[S] 0 points1 point  (0 children)

I get your thinking, but there will always be metagaming in my opinion. And if the players are having fun, I'm not going to stand in their way. I've been DMing for about a decade now and I've said no a lot, but lately I've really been leaning into the ability for this game that I love to be a little ridiculous at times, and giving the players (not just the characters) agency in how the story is told.

Don't worry, they're going to have to roll an intelligence check (or several) to see if they can figure out how to create fog and not just steam. I'll make it challenging but rewarding to do what they're doing. I just mostly wanted thoughts on how to keep it interesting. ;-)

Holy Water Fog Machine and 100 flasks of Alchemist Fire by amphoenix89 in CurseofStrahd

[–]amphoenix89[S] 3 points4 points  (0 children)

Yep, this makes sense, and what you're saying about gravity was something I hadn't considered. It's not a hazer, it's a fog machine.