D&D 5E In Search Of: The 5e Dungeon Master's Guide

hawkeyefan

Legend
I think the only reason to want the 5E DMG to remain as is... to deny that it can be improved as a reference book and also as a guide to new DMs... is fear.

People don't want D&D to exclude their preferences.

And while that's a reasonable concern, I think it gets applied unreasonably. As much as I would personally love to see D&D be more specific in some ways, I absolutely get why they went with the very broad take that is 5E.

But that is really not an obstacle in any way to improving the DMG. They can improve it as a reference to be used in play... beyond just looking up magic items... and also to help onboard folks who are newer to the game (building on whatever may be taught by Starter Sets or through experience playing or advice from other DMs) without changing the way the game plays.

This is why I can't see the resistance to improving the DMG as anything other than a gut reaction of "NO DON'T CHANGE MY STUFF". And while I understand that instinct, it makes for a bizarre conversation.
 

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Oofta

Legend
I think the only reason to want the 5E DMG to remain as is... to deny that it can be improved as a reference book and also as a guide to new DMs... is fear.

People don't want D&D to exclude their preferences.

And while that's a reasonable concern, I think it gets applied unreasonably. As much as I would personally love to see D&D be more specific in some ways, I absolutely get why they went with the very broad take that is 5E.

But that is really not an obstacle in any way to improving the DMG. They can improve it as a reference to be used in play... beyond just looking up magic items... and also to help onboard folks who are newer to the game (building on whatever may be taught by Starter Sets or through experience playing or advice from other DMs) without changing the way the game plays.

This is why I can't see the resistance to improving the DMG as anything other than a gut reaction of "NO DON'T CHANGE MY STUFF". And while I understand that instinct, it makes for a bizarre conversation.

Has anyone said it can't or shouldn't be improved?

On the other hand just because some people disagree with you. You don't get to decide why they disagree Maybe you should try reading what is posted and replying to the ideas instead of just dismissing people's opinions as pearl clutching traditionalist living in fear of any possible change.

I have no problem with change. We just don't agree with what should change or why.
 

FrogReaver

As long as i get to be the frog
Has anyone said it can't or shouldn't be improved?

On the other hand just because some people disagree with you. You don't get to decide why they disagree Maybe you should try reading what is posted and replying to the ideas instead of just dismissing people's opinions as pearl clutching traditionalist living in fear of any possible change.

I have no problem with change. We just don't agree with what should change or why.
And when we try to dig into details about what should change we typically find one of the following:

1. Proposed change toward prescriptiveness
2. Desire for content already present
3. Pushback on providing specifics (I’m not a game designer, etc)

The devil is in the details.
 

Oofta

Legend
And when we try to dig into details about what should change we typically find one of the following:

1. Proposed change toward prescriptiveness
2. Desire for content already present
3. Pushback on providing specifics (I’m not a game designer, etc)

The devil is in the details.

It's easy to say "It should be better", harder to say what the goal of the book should be or how it could be better.

I don't think there is an ideal way to organize the book and you can never please everyone. As an example I could see an actual play section in the PHB chapter on combat where it dedicates up to a page showing the start of the encounter and an initial turn or so of combat. Then in the DMG take the same exact actual play and talk about the thought process behind the example and link it to the sections of text that discuss the various options. For that matter you could do the same with the MM, walk through how two different monsters may respond to the exact same actions.

However that could lead to some people who would overemphasize any specific example and claim a one true way of gaming that the authors work so hard to avoid.
 

Aldarc

Legend
It's easy to say "It should be better", harder to say what the goal of the book should be or how it could be better.

I don't think there is an ideal way to organize the book and you can never please everyone. As an example I could see an actual play section in the PHB chapter on combat where it dedicates up to a page showing the start of the encounter and an initial turn or so of combat. Then in the DMG take the same exact actual play and talk about the thought process behind the example and link it to the sections of text that discuss the various options. For that matter you could do the same with the MM, walk through how two different monsters may respond to the exact same actions.

However that could lead to some people who would overemphasize any specific example and claim a one true way of gaming that the authors work so hard to avoid.
WotC says that the DMG can be improved for newcomer GMs and that this is an explicit goal for the One D&D DMG. How it could be better in that regard is speculation on our end, but I do not doubt that WotC has received their own fair share of feedback, polls, experiences, etc. that support their reasoning.
 

Oofta

Legend
WotC says that the DMG can be improved for newcomer GMs and that this is an explicit goal for the One D&D DMG. How it could be better in that regard is speculation on our end, but I do not doubt that WotC has received their own fair share of feedback, polls, experiences, etc. that support their reasoning.

Right. So we agree. The DMG can be improved and WOTC knows more than we do about what they're going to do.
 

hawkeyefan

Legend
Has anyone said it can't or shouldn't be improved?

Yes. It's more often a case of saying it should not be changed. But by necessity that means it cannot be improved. You can't improve something without changing it.


On the other hand just because some people disagree with you. You don't get to decide why they disagree Maybe you should try reading what is posted and replying to the ideas instead of just dismissing people's opinions as pearl clutching traditionalist living in fear of any possible change.

I have no problem with change. We just don't agree with what should change or why.

I get to decide how it seems to me. So far, the reasons put forth to not change the book have mostly amounted to losing something... either in the form of making room for something else, or in the form of losing what the DMG is "meant" to be in the form of optional rules for DMs (which I don't agree must or should be the case).

I haven't seen any argument that doesn't boil down to that gut reaction to resist change. Most people who are arguing for the DMG to remain as is are entirely beyond the need of such a book.... which is what is really amazing to me.

The OP jokes that no one reads the DMG... but does not want it to become a book that people would actually read. It's remarkable, really.

1. Proposed change toward prescriptiveness

Only so far as offering actual different styles of play and then saying how to achieve those styles. Not to present only one way to play. But to offer actual advice on those styles. To actually identify and define those styles and then talk about how to promote them in play, or which styles can be blended, or when to use one style as opposed to another.

2. Desire for content already present

The advice in the book is poorly organized, buried in prose, not properly cross referenced, sparse, and very often of minimal actual use.

However, yes some of the information that is currently in there should remain. It's more about how it's presented and to what extent.

3. Pushback on providing specifics (I’m not a game designer, etc)

That one or two people have said that doesn't mean specifics have not been given. I'll only share those I've already suggested throughout the thread, but there have been others.
  • Reorder the chapters and the information presented in a way that's more intuitive to new DMs, but without impacting an experienced DM's ability to reference the book in play as needed.
  • Focus on layout and presentation- whenever possible, stick to topics remaining on a single page, or a single spread of pages.
  • Get rid of the double columns of prose as the default format.
  • Take sections that are minimal and expand them. Like the one page 6 about "Types of Players"; each of these could use some pretty significant expansion.
  • Cross reference related elements. "This is how you can cater to the 'Optimizing Player' (see page 6)". Give advice and examples in each section on how to cater to the different player types. Group them up in easily viewable and understandable charts or lists.
  • Provide a sample adventure location, and use that example throughout the book. Maybe use Phandelver as the default. Or alternatively, put an example online for free that folks can reference. Use that location as a way to explain all the methods in the book.

The devil is in the details.

There's a whole Avernus worth for you.
 
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FrogReaver

As long as i get to be the frog
Only so far as offering actual different styles of play and then saying how to achieve those styles. Not to present only one way to play. But to offer actual advice on those styles. To actually identify and define those styles and then talk about how to promote them in play, or which styles can be blended, or when to use one style as opposed to another.
First, thank you for providing details I can actually discuss.

1. Your very first sentence embraces a prescriptive approach. Not for the game overall but for each style. If you want style X do Y. Not everyone is going to agree that doing Y yields style X. Others will simply say that doing Z is better to get style X than doing Y. That's the problem with such a prescriptive approach and why such perscriptivenss keeps getting pushed back on.

Honestly when I first heard the idea of talking through how to implement various styles, I was nearly on board. But then I more carefully examined the concept and I no longer found it supportable. It's one of those things that sounds good until you delve into the devil of the details. IMO.

The advice in the book is poorly organized, buried in prose, not properly cross referenced, sparse, and very often of minimal actual use.

However, yes some of the information that is currently in there should remain. It's more about how it's presented and to what extent.

2a. I think the book is logically organized toward DM's that want to build their own worlds and fill it with wonders and interesting people.
2b. I'm not a huge fan of vast cross referencing. This isn't a webpage with hyperlinks. It's a book. A little is fine but not too much.
2c. I also think most of the information is useful. I read through most of it when we were discussing before, and I was surprised by it as my opinion before doing that was that it wasn't that good. My opinion was changed.

My biggest critique was that some sections could feel a little dry due to the density of the information being provided.

That one or two people have said that doesn't mean specifics have not been given. I'll only share those I've already suggested throughout the thread, but there have been others.
  • Reorder the chapters and the information presented in a way that's more intuitive to new DMs, but without impacting an experienced DM's ability to reference the book in play as needed.
IMO. Another sounds good idea but likely untenable. I feel like I'm in engineering principles class all over again. The simple truth is that reordering the chapters and adding alot of new to DMing D&D friendly advice is going to impact the experienced DM's use of the book. It's the classic, you can't have both problem.

  • Focus on layout and presentation- whenever possible, stick to topics remaining on a single page, or a single spread of pages.
This sounds like what is already done in the current DMG? Maybe you can elabroate?

  • Get rid of the double columns of prose as the default format.
Not sure the precise issue here, is it the double column format or the prose?

  • Take sections that are minimal and expand them. Like the one page 6 about "Types of Players"; each of these could use some pretty significant expansion.
Expand all minimal sections ignoring pagecount... Another great sounding idea that almost surely falls apart when it meets actual requirements.

  • Cross reference related elements. "This is how you can cater to the 'Optimizing Player' (see page 6)". Give advice and examples in each section on how to cater to the different player types. Group them up in easily viewable and understandable charts or lists.
1. I'm not seeing the relation to cross referencing here?
2. More prescriptive advice... And for something as complex as player psychology. That's a tough prescription to make.

  • Provide a sample adventure location, and use that example throughout the book. Maybe use Phandelver as the default. Or alternatively, put an example online for free that folks can reference. Use that location as a way to explain all the methods in the book.
I'm not opposed to a sample adventure that get's exapanded upon. I am a little worried about pagecount there and it detracting some from what I see the DMG's core focus which is primarily world building. I don't particularly like the material needed online though even though it sovles the pagecount problem. Making good use out of a 50 dollar book shouldn't require online material. (Supplemental material would be okay though).

I think I would go the other way, have the adventures in starter sets include a cross referenced section talking through why certain things were set up as they were. That might be better than cramming it into the DMG?

There's a whole Avernus worth for you.
Again thanks. I think there's plenty of changes I'd be comfortable with. I just don't agree with most of the changes you are suggesting.

I think it stems from viewing the DMG as having a different target audience and purpose than you do, from desiring less prescription in it and from heavily considering pagecount limitations (and even without hard limitations there would still be soft limitations as if the book grows larger and larger then fewer and fewer people will read it.)
 


FrogReaver

As long as i get to be the frog
So the DMG shouldn't teach new people how to DM? So the first page of it should go, "This book is not for teaching people the art of DMing. If you don't know how to DM, go to YouTube." ?
I don’t think I said that. I said the focus was world building. World building is part of DMing, ala teaching new DM how to DM. It’s just not what people using the phrase teaching a new dm to dm mean in this thread.
 

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