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Legends and Lore : The Fine Art of Dungeon Mastering
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<blockquote data-quote="Stormonu" data-source="post: 5675797" data-attributes="member: 52734"><p>I feel like this article is all stuff we've heard before and are aware of. There's bad DMs out there, and no number of rules or advice will ever make them better (if they care to even read/implement it). </p><p></p><p>Likewise, there are many good DM's out there, and I fear they often find them in the situation where they find it necessary to get out from under the rules to do their best - the system simply drags it down as it's written.</p><p></p><p>Perhaps the worst affected is the "average" DM, whose fears or is inexperienced enough to go beyond the written rules. Certainly, they are buoyed above being a "bad DM" if they adhere to the rules and advice, but likewise their greatness is capped by the rules at hand if they don't learn to go beyond the printed page. To me, D&D (and Pathfinder) have become they purvey of law-speak, not a casual game among friends.</p><p></p><p>As an aside, there used to be a time where modules were some of the best DMing advice around. They were put-into-practice advice of do's and don'ts. Personally, I <em>still </em>think modules greatly outweigh most DMing advice (which is simple theory). I don't know about others, but I learn best from <em>doing</em>.</p><p></p><p>In that regard, I think WotC's been tripping all over itself. It can put some excellent advice in front of the DM, but then they don't follow it themselves. And I think moreso than the advice in the DMG, DM's tailor the game based off their play experiences - and the "official" modules are as much a teaching tool as the DMG advice.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5675797, member: 52734"] I feel like this article is all stuff we've heard before and are aware of. There's bad DMs out there, and no number of rules or advice will ever make them better (if they care to even read/implement it). Likewise, there are many good DM's out there, and I fear they often find them in the situation where they find it necessary to get out from under the rules to do their best - the system simply drags it down as it's written. Perhaps the worst affected is the "average" DM, whose fears or is inexperienced enough to go beyond the written rules. Certainly, they are buoyed above being a "bad DM" if they adhere to the rules and advice, but likewise their greatness is capped by the rules at hand if they don't learn to go beyond the printed page. To me, D&D (and Pathfinder) have become they purvey of law-speak, not a casual game among friends. As an aside, there used to be a time where modules were some of the best DMing advice around. They were put-into-practice advice of do's and don'ts. Personally, I [I]still [/I]think modules greatly outweigh most DMing advice (which is simple theory). I don't know about others, but I learn best from [I]doing[/I]. In that regard, I think WotC's been tripping all over itself. It can put some excellent advice in front of the DM, but then they don't follow it themselves. And I think moreso than the advice in the DMG, DM's tailor the game based off their play experiences - and the "official" modules are as much a teaching tool as the DMG advice. [/QUOTE]
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