The Little Raven
First Post
gizmo33 said:If the book were titled "introduction to Dungeon Mastering" then I would find the analogy useful. Otherwise, it seems to be that it assumes that thing which is debateable.
Guide is defined, in a book sense, as "Something, such as a pamphlet, that offers basic information or instruction."
http://www.thefreedictionary.com/dict.asp?Word=guide
A Dungeon Master's Guide, it would stand to reason, offers basic information or instruction on the subject of being a Dungeon Master.
Change is not better by virtue of the fact that it was a change, so this establishes nothing.
No, change is not better simply by being change. However, the books have become better, because they reorganize them based on feedback from the previous one. The reason the DMGs have more tables now is because they've been requested.
Who's we? You don't mean me. We would have to agree on what those mistakes were. The previous editions used dice. That's not semantics, that's an appeal for you to clarify.
We, as the gaming community. And mistakes, I mean design elements that we later figure out are flawed, and fix. Demi-human level limits. Huge disparities between power level of classes. All things from previous editions that we've fixed, because we, as the community, have fixed them. The community spawns both the developers/designers and the feedback for them to work with.
Do they? That's the whole point. You're assuming the thing that is the point of debate. Including a module within the DMG IMO is *not* getting better about how to organize the game.
It's not a module. It's a sample town that you can use as a jumping off point for any module or plot hook. Need a place for them to restock supplies? Here's a place you don't need to put any effort into.
Beginner material and example material (also useful to experienced people) IMO is best handled in another book.
Not by the definition of "guide."
And, again, you're not understanding that forcing NEW people to buy MORE things is a disincentive for them to get into DMing. Advanced players will already consider buying more products from the get-go, especially if they are something geared towards something they particularly want (like underwater adventuring rules).
My point is to illustrate that the concept that you have of what consitutes appropriate material for the DMG and what doesn't is not fully developed IMO. For example, your criteria does not exclude dice AFAICT. I think your use of the word semantics here is just making plain that you're not understanding what I'm saying.
The DMG is a book. Period. It provides advice, additional rules, and examples to help you be a DM. Everything else required to play the game is still required.
Why would my criteria for written material include dice, considering dice are not written material?
Ok, so you make a distinction between new DMs and new DMs that haven't played RPGs before.
Except the word I used was "players." The Basic Set has always been to get new players interested in the game, so that they will then go on to buy the books.
And the distinction is so firm that trying to write to both audiences is inappropriate, and yet you won't make a distinction between exprienced and inexprienced DMs? I don't see why one is worth it and the other isn't.
What are you talking about? I make a distinction between experienced and inexperienced (aka new) DMs. That's my whole point. The first DMG should be written so that an inexperienced DM will learn from it, not so an experienced DM gets extra stuff.
No, this is overstating what I'm trying to say. I'm not running a space exploration campaign but if they want to throw in a page or two about laser guns into the DMG I'm fine with that. What I don't want to see is what I saw in the DMG2, which was the Town of Saltmarsh. I would have just rather bought a module for Saltmarsh.
That's because you're an experienced DM that doesn't need an example town.
No, I'm trying to establish something else. I think we both agree that new people - whether new to the hobby or new to DnD in particular, or new to DMing, or whatever need appropriate resources. What we disagree with is where you want this information to be.
Exactly.
You think that an inexperienced/new DM should have to buy more things than an experienced one in order to be able to learn and become experienced. I disagree.
I'm a consumer of the DMG, my opinion counts for nothing more than that, and expressing it is designed to let other people know my perspective (and AFAICT) some others on this thread.
You'll get no dispute about that.
I would bet, with no evidence other than anecdotal, that experienced DMs are far more likely to bring new people into the game than a DMG is. Your comments about experienced players are overly dismissive of the contributions that veterans make to the longevity of the hobby.
The DMG does not introduce new players. It's supposed to be a guide for the DM on how to run the game. Advice, new rules, tables, examples, all that. If you want to learn how to DM the game via book, the Dungeon Master's Guide is the one to use.
Yes, IMO a new DM should buy a module. Each encounter area could break down the rules for each encounter. Again, this is mostly about where such information belongs. I just don't think that the DMG is going to provide the information to a level of detail sufficient for what you're saying the purpose should be.
So, while every other hobby starts cheap for novices and becomes more expensive for experts, you want D&D to be super-expensive for a new person to get into and learn to run, so grognards can get in cheap since they have experience to draw on? Great way to not grow the hobby.
Do you think that Saltmarsh in the DMG II is sufficient for a new DM?
For a base town, yes. That way the new DM can focus on the monsters you'll fight and the caves you'll explore.
I have no idea what you're talking about. Do you have a link?
Read the 4th Edition page at ENWorld.
What would they put in a 2009 DMG that wasn't in 2008? Would it be like the DMG2 with rules variants?
Probably.