I think we've beaten this horse enough in this thread.We can theoretically make anything better by adding more to it since nothing is perfect... what practical purpose does that serve?
I think we've beaten this horse enough in this thread.We can theoretically make anything better by adding more to it since nothing is perfect... what practical purpose does that serve?
Insofar as the actual rules yes... but beyond that I'd have to see some examples of what is meant.Do you think basics exist that are generally applicable?
We can theoretically make anything better by adding more to it since nothing is perfect... what practical purpose does that serve?
Nevermind...I think we've beaten this horse enough in this thread.
I think it's at it's most useful when it provides options and tools for me to use however I want... but hey we are all looking for something different out of D&D.
No, but claiming it's a bad starter set because it didn't provide these is what some people feel is silly. Yes it could have examples but again there are other logistics like page count, price etc. that providing copious examples will affect. If the price increases to $30 will the number of DM's put off by that increase be made up for because now their are more examples? Will the DM's lost to the extra page count they now need to read will be made up for by these extra examples.
Insofar as the actual rules yes... but beyond that I'd have to see some examples of what is meant.
The basics people are thinking would be useful for new DMs aren't just rules. Do you think there are basics about "How to DM" that are generally applicable? Or do you think anything that sets out to answer "how" will inevitably specify an end goal? Is there something in learning to DM that is conceptually similar to learning the C-Major scale early in piano lessons?Insofar as the actual rules yes... but beyond that I'd have to see some examples of what is meant.
Aren't those examples? "Hey, here's some options you can use, and also they serve as a template for you to come up with your own options."
Can' you use (or not use) the Eladrin example of a subrace however you want?
No one said it was bad. People said it would be a good idea to offer examples of the things it suggests you do. I don't think that such lists need to come at such a cost as you claim RE word and page count. They can be added with a little bit of editing to allow for them.
I mean... look up "examples" in the dictionary!
Yes I agree with you there are basics for how to DM... but I'm not sure there wouldn't be cries of not enough and/or disagreement on what they are. Again not saying it couldn't be done just skeptical on how it would be accomplished and whether we all agree on the "basics".The basics people are thinking would be useful for new DMs aren't just rules. Do you think there are basics about "How to DM" that are generally applicable? Or do you think anything that sets out to answer "how" will inevitably specify an end goal? Is there something in learning to DM that is conceptually similar to learning the C-Major scale early in piano lessons?
What seems like the crux to me is that some people think "basic how-to" automatically means insistence on One True Way and others think "basic how-to" inherently includes introductions to many possible ways.Yes I agree with you there are basics for how to DM... but I'm not sure there wouldn't be cries of not enough and/or disagreement on what they are. Again not saying it couldn't be done just skeptical on how it would be accomplished and whether we all agree on the "basics".
Your particular video game analogy, which refers to tutorials, does not hold in specific reply to my post, because I am talking about DMG-as-reference-manual.On the other hand let's look at the videogame industry... nowadays hardly any videogames include the obligatory introduction tutorial and/or the vast strategy guides that used to be published for the games that were staples in the late 80's up into the late 90's (they may have faded even before then)... why do you think that even though the average videogame today is more demanding, has a greater number of combinations (button wise) are magnitudes larger and in general are more complex than those that came before, they no longer do either of these? My bet would be that they realized most people really don't have a problem figuring it out on their own and for a large number of people this approach may even be more fun to figure it out themselves. Add on top of that easily searchable resources on the internet for those who want to use them and you have a situation (very similar to ttrpg's) where there's no need to spoon-feed to players in excruciating detail everything about the game.
IMO the quickest way to kill interest in DM'ing would be to create a document so comprehensive and so detail and example laden that most people's eyes glaze over shortly after starting it or better yet... they just don't start it because it's too much.
EDIT: Just to address your question about chapter 10... you're comparing apples and oranges... these are game rules being explained... the rule to add a setback is stated and it is explained when a DM can choose to use it. I mean the word range is used in chapter 10... but I don't see example of what range is because we assume the reader knows what is meant when the word range is used.
In all fairness, I would agree with such people that the DMG does not have to be structured as an instructional manual for new DMs - much like how the user manual for Finale 2009 is definitely not an instructional manual for new users of Finale 2009, much less a teaching tool for learning how to write music generally.The DMG is at its most useful when it provides examples. Which it does, often and of all sorts.
But if I've followed correctly, people are saying the DMG should not be for new DMs, the Starter Sets should... but suggestions to provide examples of a setback in the Starter Set are met with indifference or outright disagreement.
I can't even follow the logic to this at all.
You don't think that examples of rulings can be given?
Something like "In this situation, you might decide to do X, or perhaps Y. Think about the situation and what makes sense, and what make for an interesting situation for the characters. Here's a short list of other suggestions to serve as inspiration."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.