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<blockquote data-quote="hawkeyefan" data-source="post: 8851853" data-attributes="member: 6785785"><p>Yeah, I agree that WotC should create some kind of product that actually explains how to DM. There have been arguments in the past about what product that should be… the Starter Set, the DMG, whatever… but whatever it is needs to get specific. </p><p></p><p>And it needs to burst some of these myths. GMing a game need not be super hard. It doesn’t need to eat up all or even a significant amount of your free time. You don’t need to create a whole world before you play. You don’t need to make all the decisions yourself. </p><p></p><p>I’d think a small anthology of prepped scenarios, with notes on design decisions and why they matter, would do wonders. Have the first be a simple linear scenario with a small dungeon at the end… rescue the townsfolk from the goblins or something similar. Explain the utility of this, how this type of scenario can/should be used. Offer advice on running the simple NPCs, the townsfolk and the goblins. </p><p></p><p>Then the next scenario can be a little more involved. A larger location, or oppositional factions within town. And then the third can expand again. </p><p></p><p>From village to world. Actually explain how to craft this stuffand how to run it. And not with vague language, but with specific actionable advice. No more of this “it all happens by magic” crap. </p><p></p><p>Teach it like you would any other skill.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8851853, member: 6785785"] Yeah, I agree that WotC should create some kind of product that actually explains how to DM. There have been arguments in the past about what product that should be… the Starter Set, the DMG, whatever… but whatever it is needs to get specific. And it needs to burst some of these myths. GMing a game need not be super hard. It doesn’t need to eat up all or even a significant amount of your free time. You don’t need to create a whole world before you play. You don’t need to make all the decisions yourself. I’d think a small anthology of prepped scenarios, with notes on design decisions and why they matter, would do wonders. Have the first be a simple linear scenario with a small dungeon at the end… rescue the townsfolk from the goblins or something similar. Explain the utility of this, how this type of scenario can/should be used. Offer advice on running the simple NPCs, the townsfolk and the goblins. Then the next scenario can be a little more involved. A larger location, or oppositional factions within town. And then the third can expand again. From village to world. Actually explain how to craft this stuffand how to run it. And not with vague language, but with specific actionable advice. No more of this “it all happens by magic” crap. Teach it like you would any other skill. [/QUOTE]
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