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General Tabletop Discussion
*Pathfinder & Starfinder
A detailed town in the DMG: your preference?
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<blockquote data-quote="gizmo33" data-source="post: 3836972" data-attributes="member: 30001"><p>Should it? It's one thing to not assume expertise, but another to then assume complete noobness as the only alternative.</p><p></p><p>The first time I cracked open a rulebook, it was <em>along side</em> 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.</p><p></p><p></p><p></p><p>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? </p><p></p><p></p><p></p><p>Try to understand what I'm writing.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>It doesn't, like I've said. If it did then I would just buy the PHB and not the rest.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>"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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3836972, member: 30001"] 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 [i]along side[/i] 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. 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? Try to understand what I'm writing. 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. It doesn't, like I've said. If it did then I would just buy the PHB and not the rest. 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. "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. [/QUOTE]
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A detailed town in the DMG: your preference?
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