D&D (2024) What can WotC do in OneD&D to make the DM's Guide worth buying?

Since WotC's target market segment is new young players, I hope they actually make a DMG about roleplaying from scratch, alluding to card games, anime etc that the target consumers probably are familiar with.

Alignment is already thrown out, and the next logical step should be to remove the outer planes, especially the wheel model derived from alignments. Just have a good plane and an evil plane, and have a couple of none-lore-related nameless gods for clerics and paladins that the players can toy with if they want.

In other words, throw out all the lore and grognard-flirting stuff, then there's room to teach the youngsters how to roleplay and be a DM.
 

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Since WotC's target market segment is new young players, I hope they actually make a DMG about roleplaying from scratch, alluding to card games, anime etc that the target consumers probably are familiar with.

Alignment is already thrown out, and the next logical step should be to remove the outer planes, especially the wheel model derived from alignments. Just have a good plane and an evil plane, and have a couple of none-lore-related nameless gods for clerics and paladins that the players can toy with if they want.

In other words, throw out all the lore and grognard-flirting stuff, then there's room to teach the youngsters how to roleplay and be a DM.
I dont think this is the lay up you seem to think it is. Though, I dont know enough about youngsters to argue against it.

30 Rock Fellow Kids GIF by PeacockTV
 

I would throw an introductory adventure with a guide. Do a smaller version of what you get in the starter plus tips to help run it

I would do combat examples and save examples. Cover flanking and cover etc.

Maybe set up a back to back page like the dm screen.

You can basically run d&d without the dmg. It’s sad that the starter sets are much more user friendly
 


As I'm thinking about this more and more, the answer is starting to become "nothing." That's the answer for me, as an experienced DM. The only thing that would get me is if there are some important game mechanics in it. If magic items become more important again, I suppose that might make the purchase seem relevant, but otherwise ... guess not.
In thinking about it, the last reference I regularly made from the DMG was page 42 from 4E. That was the rules for damage and effects from the environment. I referenced that a lot actually, to the point of basically making a handout with those rules.
So I am not the person to ask this question of ultimately, which is sort of a disquieting thing to realize after playing D&D for so long.
 

Since WotC's target market segment is new young players, I hope they actually make a DMG about roleplaying from scratch, alluding to card games, anime etc that the target consumers probably are familiar with.

Alignment is already thrown out, and the next logical step should be to remove the outer planes, especially the wheel model derived from alignments. Just have a good plane and an evil plane, and have a couple of none-lore-related nameless gods for clerics and paladins that the players can toy with if they want.

In other words, throw out all the lore and grognard-flirting stuff, then there's room to teach the youngsters how to roleplay and be a DM.
I wish they did do that. It would difficult for them not to call it 6e then, and I could comfortably ignore it.
 


I dont think this is the lay up you seem to think it is. Though, I dont know enough about youngsters to argue against it.
Neither do I, I'm just drawing what WotC has done during the last few years to a logical - well, almost logical conclusion.

But my point is I very much hope they don't try to satisfy everyone. The current DMG is a half-measure with not enough of anything while still trying to flirt a bit - but not enough - with grognards like many of us here on the forum.
Either do something with serious appeal and useful to the young and new segment, or a fat volume knee-deep in lore and the history of the game.

And yes, I would very much prefer a full on 6E.
 

Neither do I, I'm just drawing what WotC has done during the last few years to a logical - well, almost logical conclusion.

But my point is I very much hope they don't try to satisfy everyone. The current DMG is a half-measure with not enough of anything while still trying to flirt a bit - but not enough - with grognards like many of us here on the forum.
Either do something with serious appeal and useful to the young and new segment, or a fat volume knee-deep in lore and the history of the game.

And yes, I would very much prefer a full on 6E.
Well, I would like to see a lot of the DMG moved into the PHB. New books that focus on advanced GM tips and campaign building would take the existing space of the DMG. Though, as Snarf points out, why rock the boat when it's full of cash?

What do you mean by wanting a full blown 6E?
 

A lot of the old "behind the curtain" style deconstruction & insight needs to make a return. Obviously the underlying mechanics need to be implemented for that to work because a book filled with "lol! Let the gm fix/finish /homebrew this" is going to have little appeal.

Edit: of course a lot of good suggestions have been made already too
 

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