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<blockquote data-quote="woodelf" data-source="post: 2296729" data-attributes="member: 10201"><p>Robin's Laws is a 16-32p digest-sized paperback, and the easiest read in an RPG book i've ever seen. Uncle Figgy's guides are each 10-12 webpages. All 3 of those are something you read once to get a feel for the job, and then refer back to when you have problems. The DM's Design Kit is a book of adventure design advice and forms. You use as little or as much of it as you want to. One newbie GM i know used it systematically for her first scenario, and probably never looked at it again. All of them, combined, are less reading than the D&D3E PH--much less the DMG. Several small, clearly-titled how-to books with easily-digested straight-forward advice are gonna be an easier read than a huge rulebook full of stuff, with varying importances that the newbie may not be aware of. </p><p></p><p>And, no, i don't care if the GM "screws something up", whether i'm the GM or the player. I'm suggesting these brief intros not to prevent that, but to prevent the group not having fun. If the group doesn't have enough fun to give the GM a second chance, the GM won't have time to practice and get better. And, yes, i've played with inexperienced GMs that did a poor enough job that nobody would want to play with them again.</p></blockquote><p></p>
[QUOTE="woodelf, post: 2296729, member: 10201"] Robin's Laws is a 16-32p digest-sized paperback, and the easiest read in an RPG book i've ever seen. Uncle Figgy's guides are each 10-12 webpages. All 3 of those are something you read once to get a feel for the job, and then refer back to when you have problems. The DM's Design Kit is a book of adventure design advice and forms. You use as little or as much of it as you want to. One newbie GM i know used it systematically for her first scenario, and probably never looked at it again. All of them, combined, are less reading than the D&D3E PH--much less the DMG. Several small, clearly-titled how-to books with easily-digested straight-forward advice are gonna be an easier read than a huge rulebook full of stuff, with varying importances that the newbie may not be aware of. And, no, i don't care if the GM "screws something up", whether i'm the GM or the player. I'm suggesting these brief intros not to prevent that, but to prevent the group not having fun. If the group doesn't have enough fun to give the GM a second chance, the GM won't have time to practice and get better. And, yes, i've played with inexperienced GMs that did a poor enough job that nobody would want to play with them again. [/QUOTE]
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