Imaro
Legend
Alright. You want an example? I'll quote an example. This is something I'm pretty reluctant to do, because while rules text is unambiguously something you can clearly share, developer commentary is...a lot more questionable. But you've been so strident in your requests, and made rather a lot of silence or refusal to provide such things. So here you go.
First example is rules text, so I can post that without much difficulty. These come from 13th Age, a game which I think has an excellent core book. It's for the Linguist feat. Though the whole feat is good, the relevant part is underlined (which is not in the original; all other emphasis is.)
Second example: the developer commentary about the One Unique Thing feature. TL;DR: Every character gets some thing which makes them unique in all the world. It can't have combat applications, but it can be whatever the DM and player agree on.
Finally, a bit simply from Rob Heinsoo, discussing why they went with average damage for monster attacks.
Each of these demonstrates an actual delving into the how and why, a discussion of the interaction between players and DM, ideas on the act and process of running. It's conversational, which might not necessarily be the right tone for every part of the DMG, but it helps make it feel like amiable instruction from a person. I find it extremely helpful for thinking about how I could run the game, and in helping me make my own decisions about how I will run my game.
I always thought this was meant for those concerned with the design behind the game... not practical advice and direction for beginners. How does stating make it up if you want an epic linguist feat (with no examples of what that might encompass) help a new DM or player? Is the point there shouldn't be one... then just say that, if not give some examples (That's been one of the major points in this thread, right?)
They also don't discuss how the different variations of OUT actually affect gameplay, narrative, or give many if any examples of them. It boils down to I like these and you like these... but how do these actually change the tone, theme, etc. of the game? What are some examples of them? These are all things the DMG guide is being taken to task for and are not present in this advice being praised.
Again how does telling me why you made a design choice to use average damage translate to actually helping a beginning DM run the game? It's great you're explaining design choices but I just don't see the value of this to someone totally new to ttrpg's.
All of these examples seem, IMO, to be something for someone who has experienced the game, gotten comfortable with it and now wants to understand the why's of it (perhaps to modify and change it or to gain a deeper understanding of it). In other words someone who is intermediate to advanced in running games not a totally new DM. You honestly believe these excerpts provide greater value to a starting DM than what is in the starter sets and DMG?? I just don't see it.