You also have to be able to suss out when advice is applicable, useful and is the solution to your problem. While I haven't ran into this while attempting to learn how to GM, I have certainly run into issues with questionable or poor advice in programming. Sometimes a source has both good, questionable, and downright bad advice; soemtimes its useful to take bits and pieces and ignore the best.
It was certainly something reading Clean Code before my first real programming job experience, and having ot learn how and when to apply certain aspects, and to start deconstructing the book and realising its downright harmfull leffects. But for me to do that took mentorship and support from senior programmers and those who understood their craft well.
That's not something that is applicable to a lot of GMs. Some will start GMing purely to kickstart their group, and may not have someone they can lean on. And asking questions online is no substitute; there is a massive difference between throwing out questions to forums and reading responses, and having someone you personally know in some manner offer advice and answer your specific questions in real time.
I do not know much about the 5e DMG, besides that there are complaints that it is poor but also that people don't read it, and that reading it would solve peoples' problems. I wonder if part of the problem is the fact that 5e splits its core rulebooks up between the Player's Handbook and Dungeon Master's Guide, for the primary play rules for both sides of the table (with the Monster Manual having the basic monsters). The DMG has a lot of rules to fulfill; it's both teaching you how to do the basics of GMing, along with advice, variant rules, and even some character elements and other small things.
That is not the case in say, something like Cypberpunk Red, which is a complete rulebook on its own (including example creatures / NPCs!) , or Pathfinder 2e, where the Core Rulebook contains all the rules and has a big section on running the game, with the Gamemastery Guide being a book dedicated entirely to variant rules and advice (along with some homebrew creation rules). I feel the way these books are organised and as a teaching guide is better than the current situation, as it seems the fact that the DMG does so much at once and apparently is poorly organised make it difficult to use as a teaching and advice tool for 5e.
It was certainly something reading Clean Code before my first real programming job experience, and having ot learn how and when to apply certain aspects, and to start deconstructing the book and realising its downright harmfull leffects. But for me to do that took mentorship and support from senior programmers and those who understood their craft well.
That's not something that is applicable to a lot of GMs. Some will start GMing purely to kickstart their group, and may not have someone they can lean on. And asking questions online is no substitute; there is a massive difference between throwing out questions to forums and reading responses, and having someone you personally know in some manner offer advice and answer your specific questions in real time.
I do not know much about the 5e DMG, besides that there are complaints that it is poor but also that people don't read it, and that reading it would solve peoples' problems. I wonder if part of the problem is the fact that 5e splits its core rulebooks up between the Player's Handbook and Dungeon Master's Guide, for the primary play rules for both sides of the table (with the Monster Manual having the basic monsters). The DMG has a lot of rules to fulfill; it's both teaching you how to do the basics of GMing, along with advice, variant rules, and even some character elements and other small things.
That is not the case in say, something like Cypberpunk Red, which is a complete rulebook on its own (including example creatures / NPCs!) , or Pathfinder 2e, where the Core Rulebook contains all the rules and has a big section on running the game, with the Gamemastery Guide being a book dedicated entirely to variant rules and advice (along with some homebrew creation rules). I feel the way these books are organised and as a teaching guide is better than the current situation, as it seems the fact that the DMG does so much at once and apparently is poorly organised make it difficult to use as a teaching and advice tool for 5e.