Mourn said:
The first DMG should never assume the person cracking the book is an experienced DM. It should assume that this is the first time you've ever approached the topic and proceed from there.
Should it? It's one thing to not assume expertise, but another to then assume complete noobness as the only alternative.
The first time I cracked open a rulebook, it was
along side the Keep on the Borderlands. In fact, the Village of Hommlet followed soon after that, and was much more compelling as a settled location than the Keep was (with it's relatively faceless and nameless inhabitants). When I was done with Hommlet, I made up my own Hommlet rip-off and ran that. At that point I was glad to not have to drag around my copy of Hommlet. Nor was any experienced DnDer forced to buy these things that I was using at the time.
Mourn said:
Because making a new DM purchase more products in order to get examples to help him means less new DMs.
Well the DM needs dice, doesn't he? What happened to the concept of the Basic Set? The first couple of levels, all of the monsters of appropriate level, a battle mat, some sample miniatures, some dice, and a sample town, dungeon (or both) all in one box. Why would a noob be sold on a 200 page monster manual for a game he's never played?
Mourn said:
Try to understand what I'm writing.
Mourn said:
Having an example of a starting adventuring town in the GUIDE TO BEING A FREAKING DUNGEON MASTER makes sense, since the book should TEACH YOU HOW TO BE A DM and EXAMPLES ARE ONE OF THE BEST WAYS TO TEACH PEOPLE.
My road map doesn't teach me how to drive. Since you guys are defining the DMG as a guide for new dungeon masters then I guess the rest follows logically. Have at it.
Mourn said:
Just like the Player's Handbook has everything you need to PLAY THE GAME.
It doesn't, like I've said. If it did then I would just buy the PHB and not the rest.
Mourn said:
And the Monster Manual is CHOCK FULL OF MONSTERS.
Now that you're yelling this is all much clearer. I suppose the monster manual should have a sample adventure in the back featuring some of the monsters.
Mourn said:
It's far more relevant to the first DMG than having underwater adventuring rules, since more adventures take place out of a town than they do 20,000 leagues under the sea.
"The first DMG" ?! Are there others? Part of my opinion stems from the perspective of looking at the DMG from the core rules. Why be subject to another half-dozen "d20 guides to underwater adventuring" just because WotC doesn't feel like establishing some core rules. This whole 4E pill would go down easier if it weren't just going to be a rehash of the same basic ideas as have existed in the prior DnD editions with some tweaks for the new rules mechanics.
I know everyone's a little panicky about the future of the hobby, but a mad rush to cater to your concept of a new gamer at the expense of veterans IMO is not desireable. I'm not saying there can't be sidebars and stuff in the DMG for new DMs.