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*Pathfinder & Starfinder
Rethinking the 3-Book Model
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<blockquote data-quote="Ahnehnois" data-source="post: 5909496" data-attributes="member: 17106"><p>I find that an odd suggestion. I'm 100% homebrew (never run a published adventure or campaign setting) and I don't use any of that stuff. I didn't use it much even when I was a beginner. I want a DMG with crunch, not fluff. I guess campaign design rules are useful, but those have generally been presented in supplements and not the DMG.</p><p></p><p>Advice on running a game okay. Sample stuff I hate. Total waste of space. We're trying to encourage people to play the game, not play it for them. A couple page transcript of a basic game scenario is all right just so beginners can get it, but it's really important that a new DM learn to run the game his/her way.</p><p></p><p>I don't understand the distinction. It's not as if any DM is anything other than the primary creative force in the game and the interpreter of the rules. Some DMs may use published material to help with the creative process, but I don't think it fundamentally changes their role or abrogates their control of the game. And frankly, I don't think there are enough people that do that that I would make a DMG just for them. Moreover, why would you want to?</p><p></p><p>If I were in charge of this business, I would be pushing to make it easier for everyone to run improv games and leaving the adventure business to some third-party company. It's good for business if the customers take ownership of the product and invest their own time and energy into the game; as a designer you want to facilitate this by cutting out the busywork. I'd be filling the DMG with Fantasy-Craft type campaign style rules, a variety of magic items and other PC things that can be used as DM tools, a brief manual of the planes and some world-building rules, and maybe one chapter of basic advice. The books aren't really in charge of teaching you how to play; you read them and interpret them yourself. I recall as a first-time DM (and inexperienced gamer) skipping about the first four or five chapters of the DMG, going straight to the actual crunch, and wondering why there wasn't more of it. I learned the game from the Monster Manual.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5909496, member: 17106"] I find that an odd suggestion. I'm 100% homebrew (never run a published adventure or campaign setting) and I don't use any of that stuff. I didn't use it much even when I was a beginner. I want a DMG with crunch, not fluff. I guess campaign design rules are useful, but those have generally been presented in supplements and not the DMG. Advice on running a game okay. Sample stuff I hate. Total waste of space. We're trying to encourage people to play the game, not play it for them. A couple page transcript of a basic game scenario is all right just so beginners can get it, but it's really important that a new DM learn to run the game his/her way. I don't understand the distinction. It's not as if any DM is anything other than the primary creative force in the game and the interpreter of the rules. Some DMs may use published material to help with the creative process, but I don't think it fundamentally changes their role or abrogates their control of the game. And frankly, I don't think there are enough people that do that that I would make a DMG just for them. Moreover, why would you want to? If I were in charge of this business, I would be pushing to make it easier for everyone to run improv games and leaving the adventure business to some third-party company. It's good for business if the customers take ownership of the product and invest their own time and energy into the game; as a designer you want to facilitate this by cutting out the busywork. I'd be filling the DMG with Fantasy-Craft type campaign style rules, a variety of magic items and other PC things that can be used as DM tools, a brief manual of the planes and some world-building rules, and maybe one chapter of basic advice. The books aren't really in charge of teaching you how to play; you read them and interpret them yourself. I recall as a first-time DM (and inexperienced gamer) skipping about the first four or five chapters of the DMG, going straight to the actual crunch, and wondering why there wasn't more of it. I learned the game from the Monster Manual. [/QUOTE]
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Rethinking the 3-Book Model
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