D&D General Why Editions Don't Matter

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pemerton

Legend
So the guy didn't have the tools in 2E. Would he have them now? What would it look like?
I posted one example that was published in Classic Traveller in 1977. A contemporary mechanical system that resembles this is the Circles check found in Burning Wheel and spin-off games.

Another, different, sort of tool would be skill challenge, or similar, resolution.

Yet a different sort of tool would be the way Apocalypse World handles "I look for an <X>"-type actions: Read a Situation, Barter-moves, and GM soft moves when those don't apply.

There are lots and lots of tools for GMing relatively open-ended scenarios like defending a city against infiltration other than railroading through a GM's (or module author's) preconception of how things must happen.
 

DND_Reborn

The High Aldwin
Learning to DM can be accomplished through either means, IME. I've taught maybe 20-25 players to become DMs over the years (so I can get a break and JUST PLAY once in a while!!! Purely selfish motives. :D ).

I teach mechanics first. You should know how the system works. Of course there will always be things DMs forget, but knowing most of the systems is vital to running the game.

Once you learn the game (from its design), then you want to decide what works for you and the game you want to run and what doesn't.

Finally, when you are comfortable with the management of the game, it is time to work on the presentation, including becoming comfortable improving (because we all know it WILL HAPPEN!).

Grasping the mechanics/systems and then being comfortable with improv and not panicking IME are the two biggest hurdles. Other aspects can be problems, sure, but those are the big ones.

I'm sure others might disagree with that process, but it has worked for me and those I've taught to DM (and play as well, of course).

Certainly, each DM will decide for themselves what level of mechanics vs. narrative/story that want, as well as hopefully developing their own style! The last thing I want when I teach someone to play is to run or play the game the way I DO. I will offer suggestions, sure, but people need to learn to play the game their own way. I LOVE playing in a game where I helped the DM learn to run a game, and see how THEY do things--the differences are what makes it unique and fun for me!

The problem with learning from tutorials online (IME) is the new DMs expect to then run the game as well as those they've learned from. While I don't believe someone needs decades of trial and error to enjoy playing the game, EXPERIENCE from running the game for years will make someone better (hopefully!) and new DMs sometimes fail to understand it takes a lot of practice and time to be a good DM and run a smooth game. It seems to me sometimes like younger / newer DMs sometimes expect too much from themselves too quickly, and get frustrated or discouraged when things go wrong, etc.
 


Campbell

Relaxed Intensity
I posted one example that was published in Classic Traveller in 1977. A contemporary mechanical system that resembles this is the Circles check found in Burning Wheel and spin-off games.

Another, different, sort of tool would be skill challenge, or similar, resolution.

Yet a different sort of tool would be the way Apocalypse World handles "I look for an <X>"-type actions: Read a Situation, Barter-moves, and GM soft moves when those don't apply.

There are lots and lots of tools for GMing relatively open-ended scenarios like defending a city against infiltration other than railroading through a GM's (or module author's) preconception of how things must happen.

I think a lot of young DMs/GMs get a bit over their skis because they think they have build a whole world (or be actively interested in world building) when you just need a solid backdrop to start. I also think we are taught to focus way too much on what will happen in the future. Games often point beginners towards these massive adventure tomes that are really intimidating. I know I would have been better served by something like Matt Colville's 4 room dungeons or the Worlds Without Number approach of asking players what they want to do next session and just prepping material around that. Prep what you need for the next game and whatever else is fun. No more than that.

Speaking personally for me the world building was a big part of what I struggled with. Scenario design and character design are fun for me, but like world building details - intricate histories, geography and the like are really boring and need to be in the context of cool scenario design for me to give a rip. Someone telling me that was alright would have been immensely helpful.
 

Oofta

Legend
I posted one example that was published in Classic Traveller in 1977. A contemporary mechanical system that resembles this is the Circles check found in Burning Wheel and spin-off games.

Another, different, sort of tool would be skill challenge, or similar, resolution.

Yet a different sort of tool would be the way Apocalypse World handles "I look for an <X>"-type actions: Read a Situation, Barter-moves, and GM soft moves when those don't apply.

There are lots and lots of tools for GMing relatively open-ended scenarios like defending a city against infiltration other than railroading through a GM's (or module author's) preconception of how things must happen.

But can those games handle other scenarios? In detail? I mean ... D&D gives you tools. They may not be as "structured" as you want, but they are there. I can see a case being made for more explanation, the chase rules are just one example of how to run things and there could be myriad others.

Other games have different goals, different approaches. No game can be the best at everything, every game has strengths and weaknesses. That doesn't, in my mind, make them better or worse just different. If I want to go camping off road, I'm not going to take a sports car. If I want to win a race on a track, I'm not going to hop in that off-road vehicle. If someone is railroading, first that's not necessarily a bad thing based on what the group enjoys. Second, there are many ways around it, although it does take some effort in 5E.

But you didn't answer the main questions. Did your buddy give up DMing? More importantly, is this something you see on a regular basis? Because I don't. Then again most first time DMs should probably start with a module, not a custom campaign until they get the hang of the game.
 

FrogReaver

As long as i get to be the frog
There also seems to be a strong sentiment that the decades of trial and error are “the way” and any attempt to bypass that is therefore looked down upon.
I think decades is a bit of hyperbole, but I also think 'there is no greater teacher than experience' is just as true in RPGs as it is for most of life.
 


EzekielRaiden

Follower of the Way
I gotta ask. Is this whole "D&D is hard to pick up" really a significant issue? We all goof, especially when we first start to play. I'm sure I've gotten rules wrong many a time. But it never stopped us from playing.
I genuinely believe it is, yes. D&D is the face of TTRPGs, for good and for ill. Having a bad experience with D&D is a great way to ensure that a person never interacts with TTRPGs again. It would be like being served bad sushi the first time you eat it--you've given it a shot and hated it, why would you ever try it again?

I've had truly bad, horrendous, DMs but it had nothing to do with them or their players not understanding how to play the game.
Doesn't it? A "truly bad, horrendous" DM can only happen one of three ways:
  1. the DM knows exactly what they're doing and how upsetting it is, and doesn't care (aka, they're a jerk or acting in bad faith).
  2. the DM believes certain things actually are good behavior, but is incorrect in that belief.
  3. the DM makes serious mistakes in their attempt to pursue what they correctly believe to be good DMing.
As you've said, nothing can be done about case 1. A DM who doesn't care cannot be made to care. No one denies this. But the other two...those can be addressed, and several of us here (presumably @Fanaelialae and @pemerton at the very least) believe the other two are quite common, especially for first-time DMs. The second type of DM is mistaken, and if you catch their erroneous beliefs before they play out in an actual campaign, you can prevent issues from happening in the first place. The third type is perhaps the most awkward, having the right idea but not understanding how to make it happen; instruction may or may not be helpful, as it might just require practice to understand the gap, but instruction is unlikely to hurt.

I think there are actually relatively few DMs who fall into case 1. They certainly occur, but they're uncommon. It's just that, as you say, they're really just the worst™ when you DO find one. You get more horror stories out of such things, and those horror stories are more interesting and more worthy of attention, so these absolute stinkers get talked about a lot. The ones that are merely poor, without being horrible, get a lot less mention....but are a lot more common.

And that means cases 2 and 3 are way more common, yet they're also the potentially fixable ones! The ones that, if you can nip the problem in the bud, you can save everyone a lot of time and frustration. Isn't it worthwhile to try to find the common problem areas and address them? Isn't that what guidance is for? Shouldn't a book labelled "guide" give that guidance?
 

FrogReaver

As long as i get to be the frog
Doesn't it? A "truly bad, horrendous" DM can only happen one of three ways:
  1. the DM knows exactly what they're doing and how upsetting it is, and doesn't care (aka, they're a jerk or acting in bad faith).
  2. the DM believes certain things actually are good behavior, but is incorrect in that belief.
  3. the DM makes serious mistakes in their attempt to pursue what they correctly believe to be good DMing.
The dreaded option 4!

4. the DM's style is 'good' but just doesn't match the style that particular player(s) prefers.
 

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