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.)