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D&D 5E How should 5e help create new/better DMs?

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This is something I've been thinking about for a while now, and have seen others mention it in sundry threads, so I'd like to get some focused discussion on the topic.

With a new edition comes a new chance for WotC to write the DMG (assuming the DMG will still be a thing). Several discussions on these boards have included mention of the idea that X is ok, as long as the DM understands how to use it. What would you like to see included in the 5e DMG that would help make more effective DMs, both new and old alike?

One of the biggest things I'd like to see is, assuming 5e is as rife with options as advertised/expected, I'd like to see all of those options contain a little inset box with a couple of paragraphs spelling out the implications for us dummies. I like crunch as much as the next guy, and as a player, I like a little char-op and discovering mechanical synergy, but if I'm DMing, other peoples' fun is on the line and I'd like someone to say, "hey stupid, here're some implications to consider with this rule," before I have a chance to inadvertently bork someone's good times.

As a relatively inexperienced DM, I'd love to hear what some of the old hands around here have to say on the subject.
 

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One useful thing it could do is be upfront about differences in playstyle.

The 4e GM doesn't really talk about this at all. It talks about player personality types - "powergamers", "method actors" etc - but it doesn't relate these to the actual role/function of the players in the game, and the role/function of the GM.

This is currently being discussed at length in the "Surprising the GM thread", but one difference of style that has come out in that thread is this:

* Is it the players job to simply play their PCs, and (via their PCs) to engage whatever scenario or setting the GM puts in front of them?

* Or is it the players job to set an agenda for play (by a combination of in-character actions and out-of-character conversations), which the GM then responds to by framing scenes/situations that support that agenda?​

Both approaches are viable, but they have pretty big implications for how the GM should set things up, whether alignment rules are a help or a hindrance (see the current "So what's wrong with restrictions?" thread), who has the authority at the table to "handwave" the action rather than engage the action resolution rules, etc.

Modules could then be written up not just in mechanical terms, but in relation to how they fit in with different play approaches (for instance, if the players are setting the agenda, but the group also wants wizards and fighters to be balanced in terms of mechancial effectiveness, you might want to look at a module that puts spell recovery and hit point recovry on the same cycle, so that there is no conflict of interest between your fighter players and your wizard players when it comes to setting the agenda).
 

Not possible.

There is no perfect campaign or right way to game or DM. Theres only the right way for you and whoever you happen to play with. And no matter how you do it some people will love it, some will hate it, some will think its okay and some will just want to hang out with their friends on a saturday night and dont care if its a good game or not.


If your talking about storytelling aspects, getting people engaged etc, theres plenty of books on how to be a writer that could help. You should also go to some live storytelling events, your local library should have them listed, renfairs and shakespeare fests have them too.

Theres an art to engaging people in a story, how to tell it, how to act it, how to react to body language. Its not something that a D&D book should do IMO. Read the salesmans bible if you want to learn about it without watching really skilled story tellers.

But no matter what rule 1 is react to whatever they say with "why".

Why does your character think that?

Why does your group do that?

Why do you think thats the best thing to do?

Make them explain it, doing so will naturally force inter-party roleplay and create an organic flow to the group and the campaign as well as giving you excellent material for the future.

DMing is like storytelling, which is like sales, which means ask why, if why doesnt make sense ask how, and always remember WIFFM (whats in it for me. Make them tell you, and why they think that).
 

1) I would like the 5e DMG to have clear highlights on what are the dials and insight on the consequences on tweaking them.

Examples:

- Dialling on the size, effects and limits of short rest, how does the game change if you change these? Are the classes still balanced? Are the encounter creation guidelines still working properly, or should I adjust the xp budget or monster level?

-Dialling on treasure, how much does mundane equipment effect the power of the PCs in 5e? How about magical equipment, what should I be careful of, if I decide to make them found plenty?

2) I would like the 5e DMG to address specific game elements that seriously change the feel of the game when allowed or banned, and how the DM can change them to what effect.

Examples:

- Identifying magic items can totally change if you ban/allow the Identify spells, if you allow to use simple Lore checks, if you require either the lore check or identify to take so long time that they can only be used in downtime VS short time so that they can be used between encounters VS instantaneous so that they can be used on the fly.

- The implications of allowing and changing parameters (duration, number of targets, reliability) to Fly spells, what should the DM expect to be in need of change in adventures?

- What happens if the DM ignores certain restrictive rules of the game such as Concentration for spells, limits on reactions per round, opportunity attacks...

3) Guidelines on how to handle traditionally recurring problems:

- Players refusing to behave according to their PC's alignment

- NPCs trying to influence the PCs with social skills, or PCs ignoring results of sense motive

- Intra-party conflicts, especially in the presence of CN or E characters
 
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One thing that would be useful is an increase in the use (and usefulness) of "Behind the Curtain" sidebars in the books, explaining to the DM why things were done as they were. There were a small number of these in the 3e DMG, significantly more in the 3e "Rules Compendium", and I think they were used more extensively in 4e.

By and large, I think that's a good thing - if the DM is informed of what the designers were thinking, then that could help illuminate a seemingly-strange rule, or at least give the DM an understanding of how and why he changes it.

(However, it's worth noting that quite often, in 3e at least, these "behind the curtain" sidebars were rather vapid - they either explained something that was, frankly, obvious anyway, or they were far too short to really explain anything at all. But D&D is, at it's heart, a fairly simple game. It really shouldn't need a 300+ page DMG full of additional rules for the game. Surely much, if not all, of that material could be better used in breaking open the game engine, showing all the moving parts, and explaining how it fits together? Basically, make it a technical manual for the game, not a catalogue of 50 types of doors (yes, 3e, I'm looking at you).)
 

One thing that would be useful is an increase in the use (and usefulness) of "Behind the Curtain" sidebars in the books, explaining to the DM why things were done as they were.

<snip>

D&D is, at it's heart, a fairly simple game. It really shouldn't need a 300+ page DMG full of additional rules for the game. Surely much, if not all, of that material could be better used in breaking open the game engine, showing all the moving parts, and explaining how it fits together? Basically, make it a technical manual for the game
The best GM's guide I've ever read for a game is the Burning Wheel Adventure Burner. They could do worse than use that for a model of how to write a GM's guide that does what you ask for.
 

The best GM's guide I've ever read for a game is the Burning Wheel Adventure Burner. They could do worse than use that for a model of how to write a GM's guide that does what you ask for.

I'm not familiar with that book (or, indeed, Burning Wheel). What's so good about it?
 

What's so good about it?
It talks very plainly, clearly but passionately about what the game systems are intended to achieve, how to use them to those ends, how to deal with problems that might come up. All with a very clear vision and authorial voice. It has a seperate section for each major mechanic - both character building and action resolution - and goes through what the concept is, examples (both imagined and actual play), practical tips, etc. I believe a lot of it was taken from the designers posts on the game's forums responding to player queries.

D&D would have to be a bit different - eg it will have to talk about different options, and how they'll affect your game.

But the idea of talking openly about how the game plays and what the mechanics are for, instead of either masquerading as an in-fiction guidebook (which is the general style of D&D monster manuals) or just assuming we all know what a good session looks like and how we achieve it (which tends to be the default for DMGs), would be a pretty big improvement.
 


Not possible.

There is no perfect campaign or right way to game or DM. Theres only the right way for you and whoever you happen to play with...

I'm pretty sure we're talking about different things. I'm not asking for specific tips on being a better DM. I know there are always ways that I can improve (and I imagine most DMs would say the same about themselves), and I know that there are lots of resources to achieve those ends.

What I'm specifically asking about here is how can WotC best incorporate some of those techniques and resources into the 5e DMG. I feel that the future health of the hobby is largely dependent on making DMing accessible for new DMs and on giving all DMs tools to succeed.

Li Shenron touched on the impact of rest and treasure dials, and that's exactly the kind of thing I was talking about. I'd also like to add to his #3 Recurring Problems - Dealing with lawful stupid.

Pemerton, your description of the Burning Wheel Adventure Burner sounds very much like the sort of direction I would like them to take. Heck, lots of such "pro tip" material could be gleaned from playtest write-ups on these very forums.
 

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