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D&D General The DM Shortage

Faolyn

(she/her)
I would recommend reversing that to anyone new. Get the free PDFs and a starter module. If you like the game and want more then get the core books.

If there is actually a DM shortage it would likely be for those people who are trying to do too much at once. Personally I don't think this is a new issue and is no more than a problem than it has ever been. No one was ever expected to own every book under the sun or allow every possible option when they first started.

Starter sets are for just what they sound like, starting to play the game. The DMG is the step after that if you want it.
Fair enough. I'll say I haven't bought any so I really have no idea how "starter" they truly are.
 

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Oofta

Legend
Fair enough. I'll say I haven't bought any so I really have no idea how "starter" they truly are.
I only ran Phandalver's, I thought it was decent. Of course I'm not the target audience either so it's hard for me to judge.

EDIT: I also think the DMG should be restructured and can be improved. But it's not a Starting Dungeon Master's Guide.
 

Micah Sweet

Level Up & OSR Enthusiast
I would recommend reversing that to anyone new. Get the free PDFs and a starter module. If you like the game and want more then get the core books.

If there is actually a DM shortage it would likely be for those people who are trying to do too much at once. Personally I don't think this is a new issue and is no more than a problem than it has ever been. No one was ever expected to own every book under the sun or allow every possible option when they first started.

Starter sets are for just what they sound like, starting to play the game. The DMG is the step after that if you want it.
My wife is starting a D&D after school program in her district this coming year. Do you think she's bringing the corebooks to those schools on the first day? No. She ordered a copy of the first (and best IMO) 5e Starter Set. That's what it's for.
 

Clint_L

Hero
I only ran Phandalver's, I thought it was decent. Of course I'm not the target audience either so it's hard for me to judge.

EDIT: I also think the DMG should be restructured and can be improved. But it's not a Starting Dungeon Master's Guide.

But why isn't it? Why not have the first half full of not only teaching how to play the game, but different playable scenarios that build in complexity? A new DM could dive right into the first one, while a veteran would have a bunch of handy plug'n'play adventures ready to insert as desired. Then focus the back half on optional rules, yes, but fully developed ones. Right now, to actually use any of the optional rules in the DMG you have to go to another source where someone has put in the effort to figure out how to make them work in a useful way.

Put the magic items in the PHB with the rest of the equipment.

To me, it is weird that I tell new players to skip the DM's Guide unless they really feel they must have everything. It should feel like an almost indispensable book for DMs. I should be saying, "Well, if you are going to DM, then you really should get yourself a DM's Guide ASAP."

Edit: I will once again argue that Phandelver is the single best WotC adventure in 5e. That is a hill I will die on.
 

Oofta

Legend
But why isn't it? Why not have the first half full of not only teaching how to play the game, but different playable scenarios that build in complexity. A new DM could dive right into the first one, while a veteran would have a bunch of handy plug'n'play adventures ready to insert as desired. Then focus the back half on optional rules, yes, but fully developed ones. Right now, to actually use any of the optional rules in the DMG you have to go to another source where someone has put in the effort to figure out how to make them work in a useful way.

Put the magic items in the PHB with the rest of the equipment.

I agree the book should be rearranged, we don't need two dozen pages spent on the planes (although there should still be some). I've suggested things like have a quick turn or two of combat in the PHB from the player's perspective in the PHB with a corresponding version in the DMG showing things from their perspective and possibilities along with discussing the enemy's goals and motivation.

However, I don't think the DMG should try to teach the game, that job is done better with a comprehensive starter set. Sample encounters can (and are) done online. A lot of people who DM have already been playing for some time, it would be a waste for them. This should be a resource a DM can use and then go back to again and again, a set of adventures would either be so consolidated as to not be helpful or just take up space. We had sample adventures in previous editions, I didn't find them useful.

I've never had a problem with the optional rules, other than that I don't think they should be used when you first start DMing I don't see them being an issue. Most people are going to go to the web to find out information about a lot of things, it's just the world we live in now. I don't see that as a bad (or even avoidable) thing.

But I'm also not the target audience. All I know is I started DMing with tools that were pretty bad and it never stopped me or my friends. I think people put too much importance on specific books, the only real way to learn to be a DM is to just jump in and do.

EDIT: If you put magic items in the PHB, players make the assumption they will always get them. I think it's the right call to put them in the DMG.
 

Clint_L

Hero
EDIT: If you put magic items in the PHB, players make the assumption they will always get them. I think it's the right call to put them in the DMG.
Will they? Most games put all the equipment in the player's guide, and it's not an issue. Pathfinder, for example, which is just D&D under a different name.

The PHB includes rare, powerful, and expensive equipment and my players don't assume that they can just get plate mail easily. What makes that different from +1 splint?

It's up the DM to decide how available magic items will be. I don't see how putting them in the PHB makes any difference to that at all. It's not like the information is hard to find right now.
 

Oofta

Legend
Will they? Most games put all the equipment in the player's guide, and it's not an issue. Pathfinder, for example, which is just D&D under a different name.
Yes. People assumed a magic mart in 4E.
The PHB includes rare, powerful, and expensive equipment and my players don't assume that they can just get plate mail easily. What makes that different from +1 splint?

It's up the DM to decide how available magic items will be. I don't see how putting them in the PHB makes any difference to that at all. It's not like the information is hard to find right now.

I agree that it's up to the DM, but it's a easier if the DMG has the list. I don't personally have a problem with a magic mart, even if I do limit what is available when.

When it comes to treasure and rewards, I also think they should just give DMs a general guideline on how much people should reasonably have per level. Give a range of the number of items by rarity per level (or level group) and a general idea of how much gold they should have. The whole treasure by lair is an outdated concept.

But revisions to the DMG is another topic.
 




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