Why MCDM, DC20, and Nimble skip steps (to design for Expedient Play)

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A popular trend in TTRPGs at the moment is to design around the pains of a traditional D&D-style combat slog. John and I discuss why that matters, and whether or not we're doing it for the right reasons.

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Timestamps
-----------------------------
0:00 - There's a Cat
0:26 - Video Actually Starts
2:22 - Familiarity with Tactical Combat
3:40 - Compensating for a Social Issue
5:33 - Tactical, or Meaningful?
8:05 - Crunch vs Complexity
9:35 - Streamlining through Organization
13:03 - The Formula For Fun
14:45 - There's Too Much Going On
16:42 - Reducing Baton Passes
18:20 - Compatibility is Half the Problem
19:35 - D&D 2024 is DLC
21:08 - Future TTRPG Design Space
23:00 - Dividing the Knowledge