Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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To each their own, I don't care if your world has really weird races, is very standard fantasy with just humans, dorfs and elves or is humans only. I personally have a soft spot for genasi (love the genie, elemental and arabian motiffs) and bird folk in general. I believe the latter has so much potential when it comes to subraces since there are all sorts of curious and unique birds in the real world you can draw inspiration from.
The weirdest idea I had for a playable race was a species of centauroid mantis shrimp, complete with a bullet punch racial feature, but I think they would work far better as a monster and feel more at home in a sci-fi game.
 
To each their own, I don't care if your world has really weird races, is very standard fantasy with just humans, dorfs and elves or is humans only. I personally have a soft spot for genasi (love the genie, elemental and arabian motiffs) and bird folk in general. I believe the latter has so much potential when it comes to subraces since there are all sorts of curious and unique birds in the real world you can draw inspiration from.
Genasi are usually okay, depending on how "elemental" they are depicted. I'm just not a fan of characters with elemental spell-like abilities. Like, being able to produce flame at-will is incredibly powerful if your GM is giving you more than just straight combat encounters all the time. Fire in various amounts is a great solution to a lot of problems.

As for bird races, I'd be fine with them if they weren't 1 - almost universally furry bait and 2 - 90% of the time able to fly in some way. On-demand flight is also very powerful in D&D.
 
Dunno about anyone else, but I really can't run a game with any more playable races than humans, elves, and dwarves nowadays.
I encourage the players in my group to be human. I don't care how much people try to "butch" them up, elves are always going to be faggots. Dwarves are annoying, too. I must have a good group because none of them really want to be anything but human anyway.
 
This ugly fucking board game popped up on my kick-starter as something they think I would like:


Let bring out the checklist:

-vague brown people of no determinant origin CHECK
-Handicap / Disabled CHECK
-Zir/Zims CHECK
-They/Thems CHECK
-Fugly designs with fat wimmins CHECK
-Creator a white beta dude trying to hide behind 'diverse yah'll' CHECK
-manly Black women because God forbid Black women be feminine CHECK
-Sperging about diversity and so called inclusion and not the mechanic's of the game CHECK

This shit looks fucking awful. The game itself seems awful. The art style is pure tumblr. Jesus.
$100k raised.

I've got to ask, who's funding this shit? We know it's not SJWs, they don't buy these things. Is it some kind of money laundering scheme I don't know about?

There's something fishy going on, but I'm not sure what, or how.

I think the number of 'serious' D&D players in the future will increase, but will be a much smaller force in the market place & culture.
DnD is going to be a smaller market force because TTRPGs are a fad.

I don't mean this as yet another screed against Matt Mercer. I mean it's a fad the same way World War 2, zombies, and European board games were a fad that fizzled out. Critical Roll is just a convenient punching bag like Call of Duty was to the modern military fad.

you've got give new players a 20-page Errata pamphlet of the house rules.
Which you have to do anyway. There's always someone who has some weird homebrew shit I have to review.

They hate the Golden Rule. The idea that the GM's word is law rankles them, because they're all about "empowering the player". They want a situation where if the GM says one thing and the book says something different, the players just point at the book and tell the GM he's wrong.
I can see why.

I'm in a game where the players are insufferably salty when the dice don't go their way. During one battle, the fighter got hit with Hold Person, and since he dumped Wisdom, he kept failing his save. He was really mad about this. During and even after the fight, he was on a lengthy tirade about how Hold Person is unfair and shouldn't be in the game, even citing articles that agreed with him.

I can imagine someone at WotC having a similar encounter and putting it in the book that the DM can't do that to him.
 
$100k raised.

I've got to ask, who's funding this shit? We know it's not SJWs, they don't buy these things. Is it some kind of money laundering scheme I don't know about?

There's something fishy going on, but I'm not sure what, or how.
No, no. You got it wrong. SJWs don't buy shit once it's released. But they crowdfund the shit out of everything they see, because being able to say they were there from day one is great for both virtue-signaling, and hipster points. I'm serious, a lot of woke people I keep tabs on will not buy anything, but if you throw enough woke kickstarters at them quickly enough they'll dump the entire contents of their bank account faster than you can say "this sounds fiscally irresponsible".

DnD is going to be a smaller market force because TTRPGs are a fad.

I don't mean this as yet another screed against Matt Mercer. I mean it's a fad the same way World War 2, zombies, and European board games were a fad that fizzled out. Critical Roll is just a convenient punching bag like Call of Duty was to the modern military fad.
So, in the parlance of Yahtzee Croshaw, TTRPG is the spunkgargleweewee of our age? I never thought I'd see the day.

I can see why.

I'm in a game where the players are insufferably salty when the dice don't go their way. During one battle, the fighter got hit with Hold Person, and since he dumped Wisdom, he kept failing his save. He was really mad about this. During and even after the fight, he was on a lengthy tirade about how Hold Person is unfair and shouldn't be in the game, even citing articles that agreed with him.

I can imagine someone at WotC having a similar encounter and putting it in the book that the DM can't do that to him.
This is probably one of the reasons why we have this rumor that monsters will be losing their spell slots in 5.5e. Most of them were dedicated to debuff spells. Expect monsters to also lose most of their debuff-type abilities. Is losing control of your character annoying? Sure. But you usually have some kind of recourse against it, you can check against it every turn, and you're not supposed to be an invulnerable behemoth laying waste to all in front of you. You're an adventurer, not a Norse epic poem protagonist.

What I would like to see, actually, are more abilities that target the lowest of multiple saves. As it happens, casters often have the best saves against the most painful crowd control simply because it rolls against their spellcasting stat so they get to double dip on the power. In my experience, casters should be powerful when left alone, but easy to crowd control/disrupt. That way the meat shield in front of the party actually has a purpose besides being just another guy to share the loot with.
 
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Genasi are usually okay, depending on how "elemental" they are depicted. I'm just not a fan of characters with elemental spell-like abilities. Like, being able to produce flame at-will is incredibly powerful if your GM is giving you more than just straight combat encounters all the time. Fire in various amounts is a great solution to a lot of problems.

As for bird races, I'd be fine with them if they weren't 1 - almost universally furry bait and 2 - 90% of the time able to fly in some way. On-demand flight is also very powerful in D&D.

This perfectly sums up my issues with both. Genasi should be a pretty high ECL, and if you want to be an avian (which is only after I'm sure you aren't a furry. Or if a furry, you can at least be normal) you aren't going to fly.

Which you have to do anyway. There's always someone who has some weird homebrew shit I have to review.

DM is the only one who gets to brew at my table.

I have a very strict rule of "Character options are what is found in WotC hard-cover books only" at my D&D table. No forum post shit, no weird wikis, no Dragon magazine 'well it sounded good at the time...'. You want to tweak a feat, we can talk. You want to reskin or do some role-play, non-mechanics adjustments? Let's see what we can do. But I'm going to assume anything mechanics wise is just broken for the sake of being broken.

Building crazy OP characters sounds fun, and its good for a quest line, and then its very quickly boring for players because they have no challenges. And as a GM, you're just building villains and encounters to hit their weak points or you might as well not bother.
 
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This perfectly sums up my issues with both. Genasi should be a pretty high ECL, and if you want to be an avian (which is only after I'm sure you aren't a furry. Or if a furry, you can at least be normal) you aren't going to fly.
Not sure what Genasi are like in 4e, but they're nothing terribly special in 5e. Haven't had anyone try to roll up a birdperson in the game I'm running yet, but they'd be using the Kenku statblock and they don't have flight.
DM is the only one who gets to brew at my table.

I have a very strict rule of "Character options are what is found in WotC hard-cover books only" at my D&D table. No forum post shit, no weird wikis, no Dragon magazine 'well it sounded good at the time...'. You want to tweak a feat, we can talk. You want to reskin or do some role-play, non-mechanics adjustments? Let's see what we can do. But I'm going to assume anything mechanics wise is just broken for the sake of being broken.

Building crazy OP characters sounds fun, and its good for a quest line, and then its very quickly boring for players because they have no challenges. And as a GM, you're just building villains and encounters to hit their weak points or you might as well not bother.
Even when I'm not running a game in my group, I'm the designated homebrew guy because I take balance seriously, crunch numbers, and can spot relevant synergies and ability interactions that could potentially break things. Chick wants to play a bunnygirl? Fine, whatever, here's a modified Tabaxi statblock that lets you bugs bunny burrow out of danger once per encounter or something like that. It's also really group dependent. I'm fortunate in that my group are all friends and the three of us that DM the most often all work the same shift at the same office, so we're constantly discussing various "what if" scenarios and builds.
 
I don't mean this as yet another screed against Matt Mercer. I mean it's a fad the same way World War 2, zombies, and European board games were a fad that fizzled out. Critical Roll is just a convenient punching bag like Call of Duty was to the modern military fad.
Sorry for being late, but what's the consensus about these guys? Is Critical role a good watch for someone new to TTRPG?
They announced the third campaign and people are expecting it like the third coming of Christ, is it really that good or is just social network buzz?

I've always being fascinated by TTRPG but I don't know anyone who plays, so to have an idea how they work in practice I'm searching for some Youtube campaing to listen to in the background... possibly without weird accents and the mic in a toilet.

For example I watched a couple campaigns of Forbidden Lands (a smaller RPG by Fria Ligan I wanted to try), but it's either a fun group with zero knowledge of the rules (Jowzam's Den) or the most boring group ever with a perfect knowledge of the rules (Three Skulls Tavern).

The latter also started to put in the interface links to BLM, trannyrights and shit... which is another issue I didn't expect, the genderblob infestation is huge, it's difficult to find a campaign without one of them.
I've skimmed a couple Critical role videos and I didn't find anything intrusive, yes they def are twitter-adjacent but keep it quite neutral... am I wrong?
 
Sorry for being late, but what's the consensus about these guys? Is Critical role a good watch for someone new to TTRPG?
They announced the third campaign and people are expecting it like the third coming of Christ, is it really that good or is just social network buzz?

I've always being fascinated by TTRPG but I don't know anyone who plays, so to have an idea how they work in practice I'm searching for some Youtube campaing to listen to in the background... possibly without weird accents and the mic in a toilet.

For example I watched a couple campaigns of Forbidden Lands (a smaller RPG by Fria Ligan I wanted to try), but it's either a fun group with zero knowledge of the rules (Jowzam's Den) or the most boring group ever with a perfect knowledge of the rules (Three Skulls Tavern).

The latter also started to put in the interface links to BLM, trannyrights and shit... which is another issue I didn't expect, the genderblob infestation is huge, it's difficult to find a campaign without one of them.
I've skimmed a couple Critical role videos and I didn't find anything intrusive, yes they def are twitter-adjacent but keep it quite neutral... am I wrong?
There are two general issues with Critical Role.

The first is an issue with the tone. Their very "progressive", very "zany" and very "accessible" style gets on a lot of people's nerves. Also, they had two gnomes, two tiefling, and no dwarf player characters so far. Unforgivable.

The second is an issue of unrealistic expectations. We're talking about professional voice actors being paid to act in a mostly scripted campaign. Matt Mercer has a lot of people in the background helping him, too. So a lot of Critical Role fans aren't really interested in TTRPG, they just like watching the show as spectators, like a series or soap opera. When they do try their hand at TTRPG, they get annoyed/disappointed that the GM doesn't do voices like Mercer, doesn't like them do whatever they want like Mercer (remember: the show is scripted, most of their "surprising" actions agreed-upon before the cameras start rolling), and isn't a bastion of progressive thought like Mercer. Critical Role isn't a campaign, it's a webcast with people pretending they're playing a campaign. Things around an actual table ruled by a GM and his dice are very different.

As for what's good for someone new to TTRPG... I'm going to give you the 100% cliche answer, but I only do it because I fully believe in what I'm saying: the best thing for someone new to TTRPG is to go to your local game store (LGS) and ask if there are any demo games scheduled, or someone willing to pick up a complete newbie. Roleplaying games aren't spectator sports. You don't really learn by watching, you learn by doing. Sure, some groups are full of assholes and everybody has their own quirks (one of the regulars at my LGS has a fully-engorged fetish for the "Reduce" part of the Enlarge/Reduce spell) so you may have to shop around and try a few times, but RPGs are social games. Sitting alone and just watching can be entertaining, but does you no good if you actually want to play the game.
 
I encourage the players in my group to be human. I don't care how much people try to "butch" them up, elves are always going to be faggots. Dwarves are annoying, too. I must have a good group because none of them really want to be anything but human anyway.
Sounds blessed. As GM I've had to grit my teeth several times when my group played freakshit. I could put my foot down on homebrew fuckery. But I've had several instances where I've told my group we're playing a low fantasy world without Elves, Dwarves or fucking Trannyflings, and they start crying that because they're in the 5E rulebook I should let them play freakshit no matter what I warned them about before the game even started.

They shut up after they started enjoying B/X. It actually really opened their mind to roleplaying different characters and not just being Critical Role style overdramatic and overdesigned characters. They actually have to roleplay when talking to NPCs or figuring out how to progress in a dungeon as opposed to just rolling for skills. A player has to think logically about their character's abilities and how to use them. It's the difference between "I roll to sense motive" and actually analysing an NPCs words and actions to deduce with their real world, barely used headjelly if an NPC is trustworthy. So far my players seem much more satisfied and engaged than just rolling skills and getting automatic results without having to think.
 
When did this backlash against "Freakshit" start? I say this even as someone who, the vast majority of the time, has always preferred playing humans.
It's the difference between "I roll to sense motive" and actually analysing an NPCs words and actions to deduce with their real world, barely used headjelly if an NPC is trustworthy. So far my players seem much more satisfied and engaged than just rolling skills and getting automatic results without having to think.
I'm all for fighting "roll playing", but a successful roll should still give the player hints.
 
Quick question before I get to responding to people:
Anyone know of a good brand for mini paints that isn't hideously overpriced (Citadel) or that has gone woke (Reaper)?
I know no one is actually supposed paints their minis only talk about how they'll get around it - and its not that I intend to break with tradition, but its hard to be convincing when I say I'm going to paint them someday when I'm missing some colors.

Sorry for being late, but what's the consensus about these guys? Is Critical role a good watch for someone new to TTRPG?
They announced the third campaign and people are expecting it like the third coming of Christ, is it really that good or is just social network buzz?

I've always being fascinated by TTRPG but I don't know anyone who plays, so to have an idea how they work in practice I'm searching for some Youtube campaing to listen to in the background... possibly without weird accents and the mic in a toilet.

For example I watched a couple campaigns of Forbidden Lands (a smaller RPG by Fria Ligan I wanted to try), but it's either a fun group with zero knowledge of the rules (Jowzam's Den) or the most boring group ever with a perfect knowledge of the rules (Three Skulls Tavern).

The latter also started to put in the interface links to BLM, trannyrights and shit... which is another issue I didn't expect, the genderblob infestation is huge, it's difficult to find a campaign without one of them.
I've skimmed a couple Critical role videos and I didn't find anything intrusive, yes they def are twitter-adjacent but keep it quite neutral... am I wrong?

To echo @Corn Flakes solid points, Critical Role is more like a show about a group of people playing a TTRPG than actually watching a TTRPG group. Its terrible for new players because it sets unrealistic expectations for what the game will be like, and how much their special snowflake character will get to shine once a night. Forgetting that the game is scripted, forgetting that its professional VAs, the people in CR - Matt Mercer and the character - are also playing for an audience, not for the people at the table. There is a reason I dismissively refer to Critical Role followers in TTRPGS as Theater Majors.

Matt Mercer also never tells his players no, because again as Corn Flakes pointed out, everything in session is pre-arranged or at least pre-agreed, so players just assume the GM will greenlight whatever freakshit they want to bring to the table and (Especially if they are the only newb at the table) feel singled out. CR also doesn't show any non-table communication; I've had a newb shocked and appalled that when I said "If you aren't pulling from vanilla PHB1, let me know before session so I can review" I meant "respond to the email during the week before we start" and not "five minutes before when we're setting up, show me a homebrew vampire class on their phone". Which I don't mind telling players no, but even if they're in the right the GM having to hand-of-god a player really fucks up the nights energy. I give my players homework almost every week, never more than a hours work, just to keep them in the right mind set. And I've had one person do the J/k-but-not-actually-kidding passive aggressive 'the mighty nein never have homework'. Everything goes generally right for the players, there has never been a TPK or even TPK adjacent events. The group has never been put any sort of real inter-personal stress.

I have never watched it, but the fact that you describe Three Skull Tavern as boring makes me think that's the closest to a real table top experience.

Also echoing Corn Flakes, try to find a group to observe. If you want to dip your toes, ask the DM if you can run some of the monsters trying to kill the party. If its not a special encounter they'll probably let you run some goblins.

Sounds blessed. As GM I've had to grit my teeth several times when my group played freakshit. I could put my foot down on homebrew fuckery. But I've had several instances where I've told my group we're playing a low fantasy world without Elves, Dwarves or fucking Trannyflings, and they start crying that because they're in the 5E rulebook I should let them play freakshit no matter what I warned them about before the game even started.
For low-fantasy human-only worlds, if someone comes to me demanding to play a non-human core race, I give them a chance to make their case. I don't require a huge burden of proof, but I want them to put some thought into why they want to be one of those. If they make a good enough argument to show they've thought about this for 5 minutes and not just having a tantrum because someone told them no, I just reclass those races as special groups/cultures of humans. Elves are usually from a mystical order of monks who have learned to mediate instead of sleep. Half-Elves went to Monk school but declined taking monastic vows because the world was too enticing. Gnomes are annoying shits who got lynched or burned alive in their homes so your character died during creation get that shit out of my game sit in the corner for an hour and think about what you did and then roll a new non-gnome character. Tieflings are already just humans who made deals with dark powers. Dwarves... I mean even in the book they're practically just human miners.

Everyone has normal human lifespans (The Elves just sort of work like 3.5 monks and are spry until they fall over). In my low-fantasy worlds there are effectively halflings, they are just the Thieves' guild so they are all normal human sizes. Want to be a halfling cleric? You can be a reformed thief, or a Guild chaplain, or maybe a fallen cleric.

They shut up after they started enjoying B/X. It actually really opened their mind to roleplaying different characters and not just being Critical Role style overdramatic and overdesigned characters. They actually have to roleplay when talking to NPCs or figuring out how to progress in a dungeon as opposed to just rolling for skills. A player has to think logically about their character's abilities and how to use them. It's the difference between "I roll to sense motive" and actually analysing an NPCs words and actions to deduce with their real world, barely used headjelly if an NPC is trustworthy. So far my players seem much more satisfied and engaged than just rolling skills and getting automatic results without having to think.
I have learned to stop worrying and love skill roles. I do try to encourage my players to use their player brains instead of just the dice. But its one of those things that unless I'm hooking up a LA Noir face tracker and getting full Man of a Thousand Voices, I have to accept they are going to be missing facial queues and other subtleties and accept that skill rolls help compensate for missing context they can't fully see. Usually for sense motive/insight things, I use it not tell the players the answer but to give them body language hints from the NPCs. I also average their roll with a hidden one, so their roll is how confident they feel in their ability to detect lies or how well they feel they searched that wall.

I do make my players at least think when they make their roll. No "I sense motive", I make them say/think about what they aren't certain of, or what they are checking for, at least in broad terms. If they come up with something remotely sensible but not wholly applicable to the current situation I'll slow-walk them to a useable action if they're in the ballpark.
This being made to actually describe what they're doing really irks one of my players who seems to believe that it should be select skill, roll die, receive answer - which is fucking bizarre being they otherwise roleplay their character & backstory.

Not sure what Genasi are like in 4e, but they're nothing terribly special in 5e. Haven't had anyone try to roll up a birdperson in the game I'm running yet, but they'd be using the Kenku statblock and they don't have flight.

4e doesn't have ECL, I was referring to 3.x.
But they are less of an issue in 4e, especially since the rules in 4e make it clear that Fire Damager/Magic Fire =/= Actual fire. If you douse a guy in latern oil before casting fireball, that doesn't mean he's going to take extra damage. Mostly in 4e they just get a themed enocunter power. Most are pretty good, but far from OP. One type can breathe underwater which is either amazing or useless, and I'd probably tell them "Lose that and take a +1 to REF and +2 racial to endurance checks to not drown".
 
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When did this backlash against "Freakshit" start? I say this even as someone who, the vast majority of the time, has always preferred playing humans.

I'm all for fighting "roll playing", but a successful roll should still give the player hints.
I still think calling it freakshit sounds autistic as fuck. Mainly because it reminds me of Barneyfag whenever I hear it and he's a genuine retard.

But yeah I don't get this counter "fuck fantasy races not tolkien" stuff either, and the resounding majority of characters I've played are human. My thinking is that if a newbie rolls up with a Tiefling or even a Tabaxi, give them a shot as long as their initial character looks okay or they sound and act okay. Then if they turn out to be a special snowflake or a person who doesn't actually like real gaming since they think Critical Role is real, drop them because fuck that.

Besides, the real baffling thing to me is Wizards' obsession with making new birdpeople races. I mean, I'm all for there being a race of geesepeople, because that'd be cool. But from what I've seen, besides adding more variations of furry in the Tabaxi, it's bird people all the way down.
 
I still think calling it freakshit sounds autistic as fuck. Mainly because it reminds me of Barneyfag whenever I hear it and he's a genuine retard.

For me its "Would this physical description be more at home in a circus freakshow", "Are they more mutant than creature" and "Does this the possibility of integrating seemlessly into a low-fantasy setting?" . But honestly the "Freak" to me applies less to the class and more the person who designed it and the players who want to play it.
"Does this sound like something from an 80s module where the 'twist' is the dungeon is a crashed UFO"

For the record, I don't count the Tiefling race in the freak category, but individually for a small but memorable minority of the player base....


Suffer not the furry to live.
 
But yeah I don't get this counter "fuck fantasy races not tolkien" stuff either, and the resounding majority of characters I've played are human.
If I were to make a guess, it's a backlash towards 5e's design philosophy, and 5e in general. The base PHB for 3e/3.5e had only the "classic" humanoid races as players. Humans, elves, dwarves, halflings, gnomes, half-elves and half-orcs. You could absolutely play other races through splats or homebrewing (and I've seen enough furry homebrews to last me an elf's lifetime), but the basic design was pretty grounded. Non-PHB races were considered rare and exotic.

Since most people ignored 4e (which had Eladrin, Dragonborn and Tiefling), 5e is where the big shock of having a default "edgy" race and a default "furry" race came from, with both races being by default rare due to their ancestry. That was a big break from the "classic" fantasy D&D had played with, and it required retconning a lot of individuals from these races into established settings. Add to it that half the new races released since being furry bait or otherwise one-dimensional and "quirky" since they have very little established background compared to the 3e races, plus all the questionable decisions Wizards have been making since and... yeah. People who aren't happy with 5e's direction use "freakshit" and the new races as a lightning pole for criticism, because they're the most visible element of the game.

Besides, the real baffling thing to me is Wizards' obsession with making new birdpeople races. I mean, I'm all for there being a race of geesepeople, because that'd be cool. But from what I've seen, besides adding more variations of furry in the Tabaxi, it's bird people all the way down.
I don't remember a lot of bird people besides the Kenku and maybe the Aarakocra (which no one I know cares for, anyway). What's been really jarring to me were the coomer-bait "small" races released with Volo's. So many slutty kobolds and goblins out there these days.
 
@Ghostse , since I can't quote your long post.
Anyone know of a good brand for mini paints that isn't hideously overpriced (Citadel) or that has gone woke (Reaper)?
Wal-Mart Apple Barrel Craft acrylics, mixed with Pledge Floor Care Finish. Takes a bit to get the right consistency, and mixing's a bitch to get the right shades, but it works when you're on a tight budget.
1633297679627.png

Full disclosure, I used a bottle of GW Chestnut Ink wash, the very last bottle in existence at a store I got it at.

As for "Freakshit", I find the evolution of noodle-armed goblinoids into... well, LGBT icons a weird twist.
 
There are two general issues with Critical Role.

The first is an issue with the tone. Their very "progressive", very "zany" and very "accessible" style gets on a lot of people's nerves. Also, they had two gnomes, two tiefling, and no dwarf player characters so far. Unforgivable.

The second is an issue of unrealistic expectations. We're talking about professional voice actors being paid to act in a mostly scripted campaign. Matt Mercer has a lot of people in the background helping him, too. So a lot of Critical Role fans aren't really interested in TTRPG, they just like watching the show as spectators, like a series or soap opera. When they do try their hand at TTRPG, they get annoyed/disappointed that the GM doesn't do voices like Mercer, doesn't like them do whatever they want like Mercer (remember: the show is scripted, most of their "surprising" actions agreed-upon before the cameras start rolling), and isn't a bastion of progressive thought like Mercer. Critical Role isn't a campaign, it's a webcast with people pretending they're playing a campaign. Things around an actual table ruled by a GM and his dice are very different.

As for what's good for someone new to TTRPG... I'm going to give you the 100% cliche answer, but I only do it because I fully believe in what I'm saying: the best thing for someone new to TTRPG is to go to your local game store (LGS) and ask if there are any demo games scheduled, or someone willing to pick up a complete newbie. Roleplaying games aren't spectator sports. You don't really learn by watching, you learn by doing. Sure, some groups are full of assholes and everybody has their own quirks (one of the regulars at my LGS has a fully-engorged fetish for the "Reduce" part of the Enlarge/Reduce spell) so you may have to shop around and try a few times, but RPGs are social games. Sitting alone and just watching can be entertaining, but does you no good if you actually want to play the game.
Got it... No mattter how succesful it is, if it gives the audience a wrong idea it does a disservice to the whole hobby and in the end damages it.
In that aspect, something like DnD with high school students or Sweden rolls would be better since they both play with actual newbies (in theory).

Yes I know I won't learn much from listening, I started only because I wanted to try mastering for my friends a campaign of an easier game (Alien / Forbidden Lands / Shadow of the demon lord?) so I searched for something to listen while I drive to work. But I probably underestimated the knowledge and effort required, so I'll follow your advice and see what's available for us in a LGS.
(Also wish me luck while I try to convince fucking engineers to be creative and invested in a narration. But we've been playing videogames for years and I CANNOT STAND IT anymore)



@Ghostse
I give my players homework almost every week, never more than a hours work, just to keep them in the right mind set.
Uh that's interesting, what kind of homework? Like, think more about the background of your character, write a short description of the NPC you've encountered...?

I have never watched it, but the fact that you describe Three Skull Tavern as boring makes me think that's the closest to a real table top experience.
Eh, I think it was just the DM being an awful narrator and mood-killer in general... and I really don't like the silly, over the top, zany, accessible tone (to quote Corn Flakes) used by youtubers, but god he wasn't playing a game, he was directing a boring work meeting.

To echo @Corn Flakes solid points, Critical Role is more like a show about a group of people playing a TTRPG than actually watching a TTRPG group. Its terrible for new players because it sets unrealistic expectations for what the game will be like, and how much their special snowflake character will get to shine once a night. Forgetting that the game is scripted, forgetting that its professional VAs, the people in CR - Matt Mercer and the character - are also playing for an audience, not for the people at the table. There is a reason I dismissively refer to Critical Role followers in TTRPGS as Theater Majors.
You made me curious about the scripted games, I googled a bit and it seems most people think they aren't...
Are you sure it's scripted / pre-arranged with the others, and it's not just because of the last thing you wrote, they're playing differently because of the audience?
Also being his job I expect him to spend a lot of time prepping
 
I agree that the word freakshit sounds autistic as fuck. I don't get the obsession with "human, dwarf and elf as gygax intended, NO SHORT RACES REEEEE" didn't mystara have a race of dog people and humanoid spiders as playable races?
To me, the whole mindset seems reactionary more than anything, since "bad players" (tumblrites, furries, that guy) tend to gravitate towards the "freakshit" races.
As for tiefling I once lamented the fact that searching for art was a pain in the ass since results were all of snowflakey bisexual tumblr artists characters, nowadays I don't give a fuck and my opinion of them is mostly neutral/positive.
Tabaxi? Cat people have always been popular, not just among furries but also weebs and sci-fi fans.
Maybe I am biased since I tend to prefer high fantasy or more "fantastical words", if I know you are a good DM and tell me the campaign will be human only I won't be a fag and insist on playing a non human, but give me the chance to pick from a bunch of races and I will pick a birdman, warforged, genasi or some construct like race.
I still have issues with people who won't play up the traits/quirks of a race and simply choose it for aesthetics, put some effort damnit.

Tldr: I think people who kept shouting freakshit are reactionary

What's been really jarring to me were the coomer-bait "small" races released with Volo's. So many slutty kobolds and goblins out there these days.
I hope you are talking about people's characters and not the races themselves being coomer bait.
Speaking of, I can't seem to trace what started the obsession of drawing goblins as sexy shortstacks, world of warcraft? I can't think of a single piece of media with good looking female goblins (yet the trope of sexy female goblins goes years and years back, I recall this indie metroidvania having a small reference to it).
I can understand halflings since some official illustrations had them as attractive short women, and also that one comic from incase which exploded in popularity.
Kobolds confuse me even more, how did we go from "weird scrawny lizard people" to "short dragon humanoid with an humongous ass"? I get cutebolds were a thing in /tg/ but those are nothing like coomerbait kobolds
 
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