hawkeyefan
Legend
It's okay. Not great, not bad.
I was more speaking to my view that advice on how to be a better DM(or just DM in general) should be in the DMG, rather than make rules to try and accomplish it.
And I still agree. However, rules should not be made to keep DMs from hurting themselves(metaphorically speaking). You don't need to protect people from themselves. Just teach them how to DM and make good gameplay rules.
Sure, I wasn't saying that rules in isolation are the ideal. Just that rules can help teach, and are a part of the process of learning.
I really would like if the D&D books explained their design choices more openly in the books themselves. I think that's a big part of what helps... having to consider how rules impact play.
Then we simply disagree. Rules implies greater restrictions on what a DM can do than what we currently have. No thanks. Add on, also extremely nonspecific and kind of pointless. "Do better" is not actionable advice.
Again, I'm not talking about "more rules". Just rules themselves. D&D has a metric ton of rules, let's not act like some being more specific, or even a few new ones are going to bring the whole thing down.
Because there are many styles, many ways to run a game. How would you make "don't be a Dick by purposely setting up a TPK" it an actual rule?
By providing a specific list of what not to do? Like in huge bold letters where the entirety of the page is: "DON'T DO THIS CRAP" and then there's a bullet list of items to not do. Nothing else on the page. They can reprint it at the front of the book and the back. It can be easily shared online and will be clear and concise and great.
Not scattered throughout the book, buried in random paragraphs.
Concerning "there are always consequence to failure other than just not succeeding" perhaps incompatible was not the correct term. Default? Standard? Normally accepted practice? Choose your poison.
Compatible?
I don't focus on individual characters, I focus on group goals, activities and options. I focus on building out an interesting world with interesting NPCs and organizations with their own goals and motivations. If we hit a scenario where the group has to get past some guards, the solutions are not tailored to individuals. I let the players figure it out. If do try to share the spotlight, but even then that's more about the player than the character per se. The stuff that's focused on the character? PCs have built businesses, gotten married, had little fictional kids.
I don't think this is contradictory in any way to the idea of being a fan of the characters.
Maybe if we rephrase it... "Enjoy the fictional exploits of the characters." Does that seem outrageous to you? Does that seem contradictory to your approach?
But this just seems to come back to "I know how to run the game better than you do, if you only listen to me you'd be a better DM." It's BS. I can give advice, explain what I do and why. But I'll never tell you my way is better or the only way. The best way to run a D&D game is whatever works best for the group.
Who's telling you that about your game? We have a specific example to look to with the OP. I'm confident that many of the suggestions in this thread could have alleviated or totally avoided the problems in that game.
If find telling people that there is no one true way extremely helpful.
It's not about there being one true way that things must be done. It's about finding the best ways. It's about identifying the poor ones and labeling them as such.
If one-true-way works for you great. That's the impression I get from DW, that there is one way to run a game and the rules are going to force you into that channel whether it works for you or not. It wouldn't work for me.
Yeah, that's fine. I think your assessment of DW is way off, but I am not gonna try and convince you otherwise. Not every suggestion about how to improve a D&D game is about your game, nor do they apply to you if you aren't looking for ways to improve your game.