Last night during the Geek Gab Retro-Spective stream, talk emerged on the difference between narrative trends before and after Cultural Ground Zero. I summarized thusly: "The protagonists of old made things happen. Today's protagonists have things happen to them."
The latter is characteristic of a victim mentality, which is a core element of the insanity of Clown World. People that make things happen are people that ends up in control of what goes on, and conflict between such people is inevitable because those people can and do have conflicting objectives and visions.
This maps perfectly with the big deal about the #BROSR and the pushback it gets for promoting the True Campaign model. Playing D&D properly requires being someone that makes things happen, not someone that sits around waiting for things to happen- which is what the "RPGs are stories!" crowd actually insists upon, as shown by their products.
And now you know yet another reason for why the Death Cult hates Real D&D. A demoralized enemy doesn't get serious and make things happen.
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