D&D (2024) Kobold Press posts 2024 DMG Hit Piece

Yikes. This is super petty and reads little desperate to me. I haven’t read it cover to cover yet, but so far, I think the new DMG is pretty great—leagues above most other editions’ versions in terms of organization, usefulness (skewed toward the new DM, but still great for a 35 year vet like me), art, and content. Would I have liked more traps and hazards? Sure, but I gets that there’s only so much you can squeeze in. I don’t own any Kobold Press stuff, and this sort of disingenuous screed doesn’t really motivate me to check out their products.
Which is the real shame, because they have made some cool 5E material, particularly the Tome of Beasts line!

Midgard is one of the real classics of D&D world building: it started as an office lunch break game at the TSR offices, where Wolfgang Baur put all the material that they came up with but wouldn't be able to put into official AD&D products for sundry reasons.
 

log in or register to remove this ad

Yikes. This is super petty and reads little desperate to me.
For all we know... they might BE desperate. We have no idea what Kobold's financials are, so for all we know the release of the WotC 5E24 books might be directly taking potential sales away from them in these past several months. So it actually makes some marketing sense to piggyback onto WotC's marketing of their new DMG by reminding people out there that anyone who doesn't like that new book (or WotC themselves for that matter)... there are alternatives for them out there to take a look at.

To continue my pro wrestling analogy... it's why so many small independent wrestling companies hold conventions and shows over Wrestlemania weekend in the same city that the WWE is hosting the event. Because anyone who is there for the Wrestlemania festivities might find the opportunity to stop in on these other small events and spend some money. The small companies are the remoras to the WWE's blue whale.
 


The review is salty but the content seems sound.

It is helpful to new DMs, yet also full of filler that does not support current DMs. It has an entire section on player housing that is not for DMs.

It seems like WOTC wants generic DMs.

Now, I agree with some of their decisions and it is great to have a DMG that focuses on training the next gen. You can even continue using the old DMG to support experienced DMs.

The criticism is valid although I agree it is a bit too self-serving; however, a lot of folks are upset right now too.
 


Stuff like that is the reason I have not bought any TotV stuff as of now. I hear it's pretty good, especially on the GM side, but it does not stand out enough to make me spend money on it.
It's not like there is a dearth of great systems to try.
 


So now anyone who hasn't bought both of the books will go out and get whichever one they don't have to compare for themselves. Seems like brilliant marketing to me. :cool:
Agreed.

Also, even if negative, then it is still generating press for both companies. It is another channel announcing the new DMG for Wizards and with the added detail that DMs can get more additional rules with Kobold.
 


Huh. This isn't classy. I wish they'd chosen to talk about what was great about their book instead of tearing down somebody else's. It's not a good look.






And if you're going to start boasting stats on how many hazards and traps and diseases and stuff you have, you probably want to make damn sure are best in class. A5E's Trials & Treasures has something like a hundred exploration challenges/traps, more diseases, etc.

I like ToV as a version of 2024 5E, but I think this bit of marketing was off. And also isn't Kobold Press a partner of WotC, with their books up on D&D Beyond? The tone of this felt unnecessary.



Maybe it's just me. But it reminds me of how that DC20 thing recently promoted itself by attacking D&D. Kobold Press sometimes does these opportunistic promotional pieces which feel very cynical to me. There was the 'new' announcement about not using AI a year after everybody else had done so because Hasbro's CEO mentioned AI, then this piece posted on the day the DMG got its general release. Sometimes I feel like I'm criticizing KP too often because I genuinely like them and their stuff, but that's why it frustrates me when they pull stuff like this.

Or maybe I'm too sensitive. I dunno. I guess I just prefer it when companies talk about what's great about their own stuff.

This is the full thing (I've snipped the images out):

Comparing the ToV Game Master’s Guide to the Dungeon Master’s Guide​

By Celeste Conowitch / November 12, 2024 / Articles, Reviews
As Wizards of the Coast continues to roll out the 2024 changes to D&D, the kobolds are keeping a curious eye on how D&D 2024 stacks up against the Tales of the Valiant roleplaying game. Both are based on the 5th Edition SRD.
Here are our first impressions of the D&D 2024 DMG (and how it compares to the Tales of the ValiantGame Master’s Guide).

Little for Experienced DMs​

After reviewing the content, it’s clear that the 2024 DMG is meant to be a resource primarily to onboard new DMs. Which is great! But we were surprised how little there was for experienced GMs looking to elevate their game.
As a GM with two decades of experience under their belt, the D&D 2024 doesn’t offer us enough to justify the cost—or space in our GM-going-to-game backpack.

DIY? MIA.​

For a while now, Wizards has had a reputation for discouraging homebrew. As a big business, they prefer for you buy their options. But it feels like they’ve gone to a new extreme in this release. All the included “how to create” guidance is jammed into a single section taking up a little less than two pages. Only a single section contains guidance for creating backgrounds, creatures, magic items, and spells.
Considering that we dedicated 14 pages alone to walking you through Creating a Monster Stat Block in the ToV GMG, two pages covering all those elements doesn’t seem like anywhere near enough.
We also were shocked that there was no attempt to include any kind of table, breakdown, or explanation of monsters by statistics. That feels like a pretty basic inclusion for a GM guide to have! Maybe that will be in the Monster Manual release next year?
While we wait to find out, the Game Master’s Guide was written with the expectation that you will want to make up your own stuff: campaigns, monsters, character options, and more. It has tools for experienced game masters and stepping stones for beginning game masters to become experienced.

Fewer Plug & Play Options​

GM guides are notorious for being heavy on fluff with few useable tools. Unfortunately, we feel that the D&D 2024 DMG has followed suit. Here are some examples:
  • There are only 12 sample hazards included. The ToV GMG has 30 (not counting variants).
  • There are only 8 sample traps included. The ToV GMG has 20 (not counting variants).
  • There are 3 sample magical contagions—AKA diseases in 2014 5E. The ToV GMG has 11.
  • There is one sample curse. The ToV GMG has 13.
Although the Game Master’s Guide does have a lot of advice for taking the game apart and putting it back together the way you want, it also has a great deal of ready-to-go material that you can put in your game this week.

Maybe Not the Best Use of Space?​

When you plan a book like this, you know you’ve only got so many pages. You want to make every one count. Yet, as we read through the 2024 DMG, several sections felt like . . . filler. We got the impression that choices were made to meet page count and get this onto store shelves as soon as possible.
As a prime example, the DMG dedicates eight full pages to “Tracker” sheets, form-fillable worksheets aimed to help track various game elements. That concept is nice! In theory. From experience with gamers of all stripes though, we know a lot of GMs simply won’t use these. This kind of game aid generally asks the GM to adapt to the sheet rather than being a tool that adapts to the GM.
The trackers might not work with a GM’s specific prep style or the cutesy art might be off-putting. And whether you particularly find them useful, Wizards spent eight hardcover pages on something they could have offered as a free (or low cost) PDF download. Those eight pages could have been something better suited for all GMs.
There is also a lot of space dedicated to describing the Greyhawk setting. Don’t get us wrong—Greyhawk is one of our favorite classic campaign settings. However, having over twenty pages dedicated to describing a single setting seems like a bad fit for a book that is supposed to help you run a game—especially when survey data routinely shows that most GMs play games in their own homebrew settings. This whole section belongs in a different release. Perhaps in an adventure book set in Greyhawk?
In comparison, Kobold Press has our own richly detailed fantasy setting of Midgard. If you want that (It’s good! We recommend it!), it’s it the Midgard Worldbook. But we didn’t put it in the GMG.
The third big, dedicated section we felt weird about is the entire chapter dedicated to bastions. This might be good. We’ll reserve judgement until we get a chance to play more with the system. But this is a lot of space to dedicate to a micro-management system that only appeals to a subset of your customers. These mechanics feel like they would have shined in a different kind of release.

Other Impressions​

More impressions will come out as we sit with this new release (join the conversation in the Kobold Press official Discord server!),. For now, here’s a quick list of other details we found surprising about the 2024 Dungeon Master’s Guide:
  • No random encounter tables. No quick encounters to throw in front of your players were included. Even the quick monsters-by-terrain tables were left out.
  • Still no specific magic item prices!
  • No variant rules. There is no dedicated section covering alternate rules. That means popular elements like variant initiative, flanking, and similar mechanics are entirely absent.
  • No mention of theatre of the mind combat. Running combat without grids and minis (whether physical or digital) is more popular than ever. Too bad the DMG doesn’t even mention that possibility, let alone provide guidance on running it.

Closing Thoughts​

Lots of smart people worked plenty hard on the Dungeon Master’s Guide. We don’t know what goes on there. They made their calls with the information they had. And look, we wrote the book we thought was good. Of course we’re going to think ours is better.
However, the DMG appears to be aimed almost exclusively at brand-new GMs, and it appears designed to capture them into the WotC mindset. That’s an OK place to start. But if you want more than that, the Tales of the Valiant Game Master’s Guide is built on the same SRD bones as D&D and gives you a lot more to grow on.
Until next time, happy rolling!
I see it like politics. Sometimes you'll get more votes by going negative against your opponent, especially if they clearly have deeper pockets than you.

I understand not liking it though.
 

Remove ads

Top