Reminding you that all this is because Mearls spilled the tea.
As I left off, Wizards of the Coast (and TSR before them) suffer from a leadership problem. So does the commercial side on the whole, as it trickles down from the market leader.
Without the market leader telling the prospective customer how to use its product properly, that leaves the door open for malicious actors to fill that void.
This is the source of ALL the errors about what Tabletop Adventure Gaming is and how it works. This why we have people mistaking Critical Role for How To Play D&D Properly, and it is telling that even C-Suite remains blind to this need when their counterparts in other industries have neither qualms nor problems doing exactly this thing early, often, and repeatedly- as I have described.
The best time to have done this was 1975. The second-best is now.
Because the C-Suite cohort have failed to do their jobs, the Death Cultists in the lower ranks stepped up and began using that void to "instruct" in their stead. This is the opportunity that the Death Cult saw in the hobby. They did not manufacture the problem out of nothing; that is never how it works. Like any Chaos or Genestealer Cult, they used pre-existing issues to push through the Revolution.
That a clear observation on piss-poor Normies are at the hobby-
-became an opportunity to turn it into Yet Another Propaganda Front for the Death Cult, mapping known habits and Cargo Cult practices to its Gay Race Bolshevism.
I will bold this for emphasis:
"Normal People are poor sports.
But Normal People want to have a relaxing evening with a mildly enjoyable diversion. So whenever they play a game with “fun” conflict it creates real drama and they either stop playing that game, or house-rule it to avoid conflict (which breaks the game)".
That's the crack in the damn that allows the Death Cult to attempt to use Known Issues to get their way. As always, the issue is never the issue- the issue is always the Revolution.
If you do not teach the Normies how to play the game properly, then they will default to their own piss-poor lazy-assed bullshit every single time. The Clubhouse reliably serves to kill this because there is leadership and enforcement mechanisms on station and in place to make this happen. No publisher is able to do this, try as TSR, WOTC, and Games Workshop might (and have, multiple times) because they do not commit as other industries do to erecting and maintaining a whole culture of proper practice where defection has teeth.
It is not enough to write it in the book; Normies don't read those as it is.
The minimum, therefore, is VIDEO. First a long-form one for the older prospects, then that one spliced up into smaller chunks for the younger ones and put into a playlist.
Following that up is LIVE VIDEO where people SHOW HOW IT'S DONE LIVE. You doubt this is needed? Again, I point to Critical Role and the Mercer Effect. Yes, one or more of you are going to need to get some media training so you can learn how to present to camera without boring people- that's what it takes to win, so DO IT.
No, this is not expensive. Tedious, yes; learning new skills and new tools is a bother. Expensive? No. A lot of this is learnable on YouTube, and the tools are either free or very cheap.
But, this pre-supposes that you want to attract and retain Normies. Tomorrow I will argue that you ought to reconsider this opinion.

