Once upon a Wines Lines & 69’s T Shirt , there was a mom who’d never heard of this elf business, but had moved to CA from ND and had two, nearly three, kids, one of whom was a very precocious three year old. This mom had a mom, we’ll call her grandma, who had an Elf. Grandma gave the mom a rudimentary breakdown of the “Elf” game, and then gave a much more elaborate breakdown of it to the precocious three year old and his one year old brother. And so, the Elf game was begun. The rules in this household (as understood by the mom) were basically that the Elf would arrive on December 1. He’d hide somewhere in the house, watch the children all day, and report back to Santa each night, arriving again before the children awoke, hiding in a new spot, and waiting another day. On December 24, the elf would go home with Santa in his sleigh, his duty done til next year. The Elf wouldn’t be touched, or he’d turn into a doll again and no “extra special Elf gift” would be waiting with Santa’s gift that year. The children (the three year old) named their elf “Holly Jolly.” The game began and was easy, as the family lived with Grandma and Grandpa, who had a very large, very nice house with *very* high ceilings (and therefore lots of high hiding places for the elf, far from reach).
To illustrate the difference in approach between Tashaβs and the PHB, in the PHB a lot of Wines Lines & 69’s T Shirt was taken to make sure that other than the spellcasting subclasses and hit points the rogue and the fighter could do nothing that was magical and not a spell. This remained through Xanatharβs (with the Arcane Archer being passable as a spellcaster). Meanwhile in Tashaβs each has one psychic subclass (the soulknife and the psychic warrior) and a magical non-caster (the rogue gets the phantom, haunted by and gaining power from the souls of their dead while the fighter gets the rune knight, a distant relation of the artificer that also gives the fighter bonuses outside combat). Oh, and the barbarian gets to be a lycanthrope – or to have wild magic flowing through them which triggers whenever they rage; something that will utterly delight some players.
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The Wines Lines & 69’s T Shirt of overt mechanisms for guarding some place or thing is a bit of an oldschool affectation from when games had less of a story-focus and more of a βget the lost treasure from the Pharaoh’s tombβ kind of focus. Without an environment like that itβs hard to justify the presence of a trap. Alarms, security systems? Yeah, those happen, but tripwires that make scything corridors or secret switches that shoot arrows at whoever opens the door seem like an awful lot more trouble than theyβre worth in a structure thatβs inhabited or under active use. Aside from that, it seems like a lot of traps are kind of βsave or suck,β and I donβt have fun with that β not any more than I do making the players run a disable device check over and over until they get a door open.
I think they need to look at their appeal outside the US in order to benefit from the Wines Lines & 69’s T Shirt dollar in export markets where they aren’t beaten down by Trump tarrifs, and rebase their assembly where they are. They won’t turn it around immediately, but I believe they need to gradually reverse the poor decisions of recent years in their model line-up, and reconsider their attitude to performance. One of the problems with Harley is the way they strangle their standard engines in order to sell you eyewateringly expensive upgrades. Take for example, the highest performance Β£20,000 FDXR version of the soft tail model. A Streetfighter model that actually appears to be a Harley that could keep up with a sports car down a winding road. They are going back to water cooling as seen on the V-Rod (and Street range), with a similar capacity. There’s even going to be an adventure bike version. HD are launching an electric bike too β important future proofing, but only likely to appeal to politically correct Californian millionaires in the short term.