this post was submitted on 30 Mar 2024
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It's work and effort. D&D seems to have evolved from a game of random tables and strategy that required constant improvisation from the DM, to a game of (open ended) story telling. Character death seems to be less of an option.
So now DMs think they need to build a complex story, while allowing players to make choices. They need to prepare challenging encounters that aren't too challenging. And D&D combat tends to repetition, so they need to find ways to spice it up.
The handful of WotC modules that I've seen don't support that. The module has a single path and a bunch of dull combat encounters.
This. I'm reading the Cyberpunk RED sourcebook now. I really appreciate the GM hints and suggestions. I don't remember anything like that in the 5e DMG.
Worse, some rules/features are holdovers from previous versions that don't make sense in the current game.