Mephisto wrote:lie the remains of TSR, it's spirit is cursed to watch as it's legacy is being destroyed by the Wizard of the Coast (Human Defiler lvl 12) and Hasbro (Ogre Thief lvl 20).
I'm always reminded of the Transformers fandom at times like this...
https://tfwiki.net/wiki/Ruined_FOREVER
https://tfwiki.net/wiki/Trukk_not_munky
The thing is, it's not forced diversity SJW identity politic whatchamacallit behind the changes. It really isn't.
It's just someone thinking their ideas are better and being in a position to enact their head canon and remove their pet peeves.
We saw
the exact same thing with the Forgotten Realms in 4th Edition where they made radical changes to that setting to "improve" it. And a lot of fans loved the changes. And a lot of fans hated the revisions.
I'm getting the same vibe now, where Schneider is making big changes to Falkovnia because it always rubbed him the wrong way and he personally feels it's redundant. So he's making it something he thinks its cooler, to the chagrin of everyone who liked the original.
Drinnik Shoehorn wrote:But if you tell your players "I'd like to run a horror game set in a gothic setting," they are forewarned that it's not going to be high fantasy adventure. There are going to be grim and unpleasant things. It's up to me to tell them that the adventure might have mature themes, it's up to them if they want to play. It is perfectly acceptable to say to a player, "I don't think you could handle the themes of this game, so I think you should sit this one out."
And you're making a great argument for why a "lengthy section" is needed.
Because "horror" means lots of different things to different people. When I say "horror" you might think I mean gloomy atmospheric suspense and growing dread and unease. But when I say "horror" I might mean torture-porn ala
Saw where I disempower your player character and describe their agonizing, disfiguring torture in lurid detail.
It's not hard to sit down and ask your players "okay, is there anything people want to see in this campaign and what they DON'T want to see?"
Because unless you ask, you won't know how your players feel about torture, rape, child endangerment, child abuse, molestation, animal cruelty, dead babies, spiders, clowns, damage to eyes/ teeth, and the like.
You may think it's a nonissue to, say, do a story about a corrupt priest who is molesting altar-boys and secretly running a prostitution ring that holds orgies for the nobility out of the church basement. That's all pretty basic tropes. But if one of your players was abused by an uncle as a child, that might be somewhat upsetting and bring back deeply traumatic memories that take them out of the game.
Or you might be playing with a veteran who served overseas and has PTSD after being injured by an IED. And they might have flashbacks to that time from otherwise innocuous triggers, and would prefer you avoid them.
No one gets through life undamaged. We all have our baggage.
And at the end of the game, people are playing to have FUN. And as a storyteller and DM you *need* to know what will get in the way of them having fun, and to avoid that.
ewancummins wrote:I don't play new school hipster games nobody's ever heard of, so I wouldn't know.

But in most games I have seen you get at most a sidebar or small box in the front of the book. Palladium Games does not endorse drug use, the occult, etc.
I remember seeing the Palladium disclaimer in the late '90s and thinking that was pandering to censors and moral crusaders angry about D&D and Satanism.
And, yes, those low budget indie games like Pathfinder, Vampire the Masquerade, Call of Cthulhu...