Mike Shea
👤 PersonAppearances Over Time
Podcast Appearances
So anyway, when you think about what the original design was for bonus actions and how that has evolved now over time, it's kind of an interesting look at one specific mechanic of 5e to see how that played out. It's really kind of interesting. So there was some talk about, I think I just spent more time talking about it than they did on the show, but it's really interesting.
So anyway, when you think about what the original design was for bonus actions and how that has evolved now over time, it's kind of an interesting look at one specific mechanic of 5e to see how that played out. It's really kind of interesting. So there was some talk about, I think I just spent more time talking about it than they did on the show, but it's really interesting.
One thing that Mike brought up in this interview was that designers and Professor Dundermaster brought up as well, the idea that the designers of the game have their own house rules that they run that are different from the game that they're playing. And anytime you watch like Chris Perkins running a live play game, you will see him throw a bunch of different kind of house rules at it.
One thing that Mike brought up in this interview was that designers and Professor Dundermaster brought up as well, the idea that the designers of the game have their own house rules that they run that are different from the game that they're playing. And anytime you watch like Chris Perkins running a live play game, you will see him throw a bunch of different kind of house rules at it.
One thing that Mike brought up in this interview was that designers and Professor Dundermaster brought up as well, the idea that the designers of the game have their own house rules that they run that are different from the game that they're playing. And anytime you watch like Chris Perkins running a live play game, you will see him throw a bunch of different kind of house rules at it.
And I've had other friends of mine who have watched designers play the game who say like, it's like they don't even know the game they've made, right? That they're picking a lot of stuff that they're doing and changing. All the time, but you can definitely see it in live play games and you can kind of hear it.
And I've had other friends of mine who have watched designers play the game who say like, it's like they don't even know the game they've made, right? That they're picking a lot of stuff that they're doing and changing. All the time, but you can definitely see it in live play games and you can kind of hear it.
And I've had other friends of mine who have watched designers play the game who say like, it's like they don't even know the game they've made, right? That they're picking a lot of stuff that they're doing and changing. All the time, but you can definitely see it in live play games and you can kind of hear it.
And if you ever have an opportunity to watch them run games at conventions and stuff like that, you'll see like they've got a bunch of things they do that are kind of different. You know, I've seen it myself. I've seen it where they're like, oh, we're just not going to use that rule that you have there. And so this is interesting idea that the designers themselves have hacked their own system.
And if you ever have an opportunity to watch them run games at conventions and stuff like that, you'll see like they've got a bunch of things they do that are kind of different. You know, I've seen it myself. I've seen it where they're like, oh, we're just not going to use that rule that you have there. And so this is interesting idea that the designers themselves have hacked their own system.
And if you ever have an opportunity to watch them run games at conventions and stuff like that, you'll see like they've got a bunch of things they do that are kind of different. You know, I've seen it myself. I've seen it where they're like, oh, we're just not going to use that rule that you have there. And so this is interesting idea that the designers themselves have hacked their own system.
And what that means is you should absolutely feel free to hack the system yourself. You probably already feel this, but you should really feel it because they're hacking their own system all the time. And this is a longstanding tradition that goes all the way back to Gary Gygax and the original versions of D&D were basically house rules that they ran.
And what that means is you should absolutely feel free to hack the system yourself. You probably already feel this, but you should really feel it because they're hacking their own system all the time. And this is a longstanding tradition that goes all the way back to Gary Gygax and the original versions of D&D were basically house rules that they ran.
And what that means is you should absolutely feel free to hack the system yourself. You probably already feel this, but you should really feel it because they're hacking their own system all the time. And this is a longstanding tradition that goes all the way back to Gary Gygax and the original versions of D&D were basically house rules that they ran.
And sometimes they'd publish them and sometimes they wouldn't. And sometimes they would run it differently at their own table. Again, the game is ours. We get to do what we want with it. But don't hang on to the idea of the stuff in the book is canon and solid and you can't ever change it because the people who wrote it change it all the time.
And sometimes they'd publish them and sometimes they wouldn't. And sometimes they would run it differently at their own table. Again, the game is ours. We get to do what we want with it. But don't hang on to the idea of the stuff in the book is canon and solid and you can't ever change it because the people who wrote it change it all the time.
And sometimes they'd publish them and sometimes they wouldn't. And sometimes they would run it differently at their own table. Again, the game is ours. We get to do what we want with it. But don't hang on to the idea of the stuff in the book is canon and solid and you can't ever change it because the people who wrote it change it all the time.
Now, here is the most interesting thing that I thought came out of this. And I've heard Mike Merles talk about this on a couple of different interviews that he's been on. And it really resonates with me. It's an interesting way to think about the products that are coming out for role-playing games.
Now, here is the most interesting thing that I thought came out of this. And I've heard Mike Merles talk about this on a couple of different interviews that he's been on. And it really resonates with me. It's an interesting way to think about the products that are coming out for role-playing games.
Now, here is the most interesting thing that I thought came out of this. And I've heard Mike Merles talk about this on a couple of different interviews that he's been on. And it really resonates with me. It's an interesting way to think about the products that are coming out for role-playing games.