EpicureanDM
Explorer
As I said elsewhere, I don't think anything he writes on the subject will survive review by Crawford and Perkins.Wait til you see who the lead writer is for the 4e DMG that is getting so much praise.![]()

As I said elsewhere, I don't think anything he writes on the subject will survive review by Crawford and Perkins.Wait til you see who the lead writer is for the 4e DMG that is getting so much praise.![]()
Edition Wars can always be avoided.So far as I can tell, the 4e rules where fine. The problem was how they where communicated. So if you are putting forward 4e as an example of how D&D rules should be communicated, then I'm afraid an edition war is unavoidable.
No, the starter sets are in the business of creating new lifelong players. The DMG should be better organized, and the optional rules in it could definitely be better written, but they're on the right track.Even if players were telling WotC that they shouldn't worry about on-boarding new DMs, WotC should have known better. The core books need to be in the business of creating new lifelong players, in addition to any other jobs they might have.
Which begs the question - should they primarily focus on starter kits and adventures for new DMs? Most people in my experience, which may not be universal, start DMing after having a decent grasp of the game. They've played some already and just need some advice on how to make the next step. The DMG should be better at providing that next step, but should a person absolutely new to the game even be looking at a DMG?One of the first things they published for it was Lost Mine of Phandelver, which is widely considered the best starter set they've made for any edition. The updated DM's Guide could have more stuff like that - little adventures that gradually get a bit more complex and explore different styles of play.
Edit: I would argue that "Lost Mine" is a much better DM's Guide than the actual DM's Guide. Certainly for new players!
Then write a new book for them. That isn't what the DMG is for.It’s probably what 5e’s target audience circa 2014 wanted. It’s not what 5e’s audience today needs.
Never going to be in favor of just removing content.Also, if really people don't play after level 10, they should get rid of planar information. Planar hopping campaign are usually high level, because before players seldom have the means to do to that, and if they are visiting a plane, it's through a GM device, reducing their agency. So... why keep it if it doesn't serve? It shouldn't necessarily be "player-facing" but at least useful for starting parties.
As I tried to get at in the post that came in as you were typing yours, I'm not sure what the DMG is really for anymore. In 1e it had a lot of roles since many things were hidden from the players -- and so everyone had to read it. Does the way it is actually put together today make something that's worth calling a core book? Would putting in some monsters and removing some of the more in depth campaign building make an actual core book that was more useful to more people? Is there any reason besides tradition to have the core PHB, DMG, MM? Would a "Campaign Masters Guide" allow for a lot of new things?Then write a new book for them. That isn't what the DMG is for.
Which begs the question - should they primarily focus on starter kits and adventures for new DMs?
Whether we think the DMG could be expanded to the page count of War and Peace if it would have useful information, WOTC has pretty much decided on a page count for their books. Add info to the DMG on how to build a world, different styles of creating campaigns but leave modules like LMoP for the absolute newbies. LMoP is good for teaching people how to run the game and a module, not so great on teaching people how to prep for a home campaign.