I have the 4e DMG here, and on page 7, under the "FUN!" heading, it says:
"Different people have different ideas of what's fun about D&D. Remember that the "right way" to play D&D is the way that you and your players agree on and enjoy. If everyone comes to the table prepared to contribute to the game, everyone has fun."
Yes, later on the DMG (for example, p 21 under "Passing Time") it states that DMs can gloss over details that don't have much to do with adventuring and heroic action, but those are the preferences of some of the designers- and if you and your group enjoy some of those mundane details (like mine does), then spend some time on those aspects of the game.
I'd say that's true. No problem there.[quote DMG p.7]
personal squabbles and fights among the characters get in the way of the fun.
No it doesn't. You appear to be referring to the last paragraph, which does include three uses of "fun", but it is in fact made up of two sentences.On page 86 in the "winging it" section the word fun appears 3 TIMES in one sentence.
I can see what you're getting at. They worded parts of this badly. But it hardly supports your sweeping claim that certain playstyles have simply been declared unfun.Page 105 "On Fun"
This whole section is just crap.
Yeah, this is one of the suggestions they give on how to deal with absent players and XP. They also explicitly discuss only giving XP to characters involved in the encounters, and say "There's nothing wrong with that."Page 121
In the section on awarding experience points, just go ahead and give xp to absent players so they can stay leveled up with the group-its more FUN.
I can only assume you mean the clear typographical error. "If you spend ...your preparation time...designing additional encounters...to make sure something has something they fun among the encounter mix..."Page 33
I will spare everyone the long winded quote but see if you can spot the nonsensical use of "fun" as a filler word. (hint: left column)
Trogs who come up to the surface to gather victims for Torog, the King That Crawls
I think the DMG would lose a sizable pagecount if the word "fun" was restricted in use in any way.
personal squabbles and fights among the characters get in the way of the fun.
On page 86 in the "winging it" section the word fun appears 3 TIMES in one sentence.
Page 105 "On Fun"
This whole section is just crap.
Page 121
In the section on awarding experience points, just go ahead and give xp to absent players so they can stay leveled up with the group-its more FUN. "Heck who needs to show up for the boring stuff. Just gimmie my XP and tell me when the boss session is"
Page 33
I will spare everyone the long winded quote but see if you can spot the nonsensical use of "fun" as a filler word. (hint: left column)
Ok there is some good advice on running games in this thing but its buried by all the FUN being crammed down the reader's throat. If a game is fun it will become evident when played.
4e DMG Pg 105 said:Fun is the one element you shouldn't vary. Every encounter in an adventure should be fun. As much as possible, fast forward throug hthe parts of an adventure that aren't fun. An encounter with the two guards at the city gate isn't fun. Tell the players they get through the gate without much trouble and move on to the fun. Niggling details of food supply and encumberance usually aren't fun, so don't sweat them and let the players get to the adventure and on to the fun. Long treks through endles corridors in the ancient dwarven stronghold beneath the mountains aren't fun. Move the PC's quickly from encounter to encounter and on to the fun!
Hussar, read the post right above you.
It is badwrongfun. It's stating - get to the combat, because everything else is boring. I don't see how that can be conceived as anything but badwrongfun. Sure, it sucks when one player drags something out a long time, but that's not what it's criticizing. It's saying that, if the party gets involved with small time stuff in town, CHOOO CHOOOOO! Railroad them right back into fightan games.
Every encounter in an adventure should be fun. As much as possible, fast forward throug hthe parts of an adventure that aren't fun.
This is crap advice for a new DM? Or heck, any DM?4e DMG pg 105 said:Fun is the one element you shouldn't vary. Every encounter in an adventure should be fun. As much as possible, fast forward throug hthe parts of an adventure that aren't fun. An encounter with the two guards at the city gate isn't fun. Tell the players they get through the gate without much trouble and move on to the fun. Niggling details of food supply and encumberance[sic] usually aren't fun, so don't sweat them and let the players get to the adventure and on to the fun. Long treks through endles[sic] corridors in the ancient dwarven stronghold beneath the mountains aren't fun. Move the PC's quickly from encounter to encounter and on to the fun!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.