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A detailed town in the DMG: your preference?
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<blockquote data-quote="The Little Raven" data-source="post: 3837045" data-attributes="member: 10095"><p>To assume someone has experience with the game prior to opening the core book dedicated to that task is a fallacy. That's like opening up "Introduction to Programming" and it says "This book assumes you are already proficient in C++."</p><p></p><p></p><p></p><p>That was then, this is now. We learn from the mistakes of previous editions. That's why the books get better in how they organize and present information.</p><p></p><p></p><p></p><p>So, in lieu of anything resembling a valid point, you're going to get into nitpicky semantics? "Well, the DM also needs pencils!"</p><p></p><p>Try addressing the issue instead of trying to obfuscate it</p><p></p><p></p><p></p><p>It comes out later, and is an introduction to get NEW PLAYERS into the game. There's a vast difference between the Basic Set introducing someone to the entire concept of a roleplaying game, and a book that claims to be a guide to Dungeon Mastering the game.</p><p></p><p></p><p></p><p>What are you talking about? This is exactly relevant to any point I was making in no way.</p><p></p><p></p><p></p><p>I am. You're saying "Because I'm an experienced DM, the DMG should not contain anything I would find to be less than useful. It should assume experience and not be the starting point from which new DMs learn the trade."</p><p></p><p></p><p></p><p>No, but your driving instructor did. He didn't assume you came with previous experience. A road map is used by a driver (someone who has learned to drive). Trying to compare it to the DMG in it's purpose is trying to cloud the issue.</p><p></p><p></p><p></p><p>You're a fairly new player, and decide to try your hand at running the game since noone else in your group does so. Upon cracking open the DMG, you learn that it assumes you have previous experience as a DM, and provides you with absolutely no examples, or glosses over topics since you already (supposedly) have experience with them.</p><p></p><p>How much use would that book be to you if you're trying to learn? Not much.</p><p></p><p></p><p></p><p>I didn't say it has what you need to run the game. Just everything to play it. Players don't actually need anything outside the PHB. DMs do.</p><p></p><p></p><p></p><p>No, it shouldn't. It's a book of monsters. It's entire point is to have monsters. Just like the DMG is supposed to be a guide to running the game.</p><p></p><p></p><p></p><p>Uh, yeah. This news was revealed in August. There will be a new PHB, DMG, and MM each year.</p><p></p><p></p><p></p><p>It is the core rules. If it was going to be the only DMG, and it didn't teach new people to be DMs, then it's really a waste of paper. Sure, you can learn through trial and error like many of us did, but that does nothing to encourage people to get into it, which is why there's a shortage of DMs.</p><p></p><p></p><p></p><p>If this pill is so bitter, then how did you swallow it with 1e? 2e? 3e? 3.5e?</p><p></p><p></p><p></p><p>Catering to veterans at the expense of new blood stagnates your hobby. Veterans have their old editions that they swear are the epitome of game development, so they can keep those. To get new people you have to try new things, and one of those new things is making the DMG even more focused on helping you learn to run the game.</p><p></p><p></p><p></p><p>I get what you're saying. You're not a noob, so you want the DMG to be all super advanced for you. Well, that's not the case, because that's not a good way to develop a game that you want new people to get into, play, and run with relative ease.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 3837045, member: 10095"] To assume someone has experience with the game prior to opening the core book dedicated to that task is a fallacy. That's like opening up "Introduction to Programming" and it says "This book assumes you are already proficient in C++." That was then, this is now. We learn from the mistakes of previous editions. That's why the books get better in how they organize and present information. So, in lieu of anything resembling a valid point, you're going to get into nitpicky semantics? "Well, the DM also needs pencils!" Try addressing the issue instead of trying to obfuscate it It comes out later, and is an introduction to get NEW PLAYERS into the game. There's a vast difference between the Basic Set introducing someone to the entire concept of a roleplaying game, and a book that claims to be a guide to Dungeon Mastering the game. What are you talking about? This is exactly relevant to any point I was making in no way. I am. You're saying "Because I'm an experienced DM, the DMG should not contain anything I would find to be less than useful. It should assume experience and not be the starting point from which new DMs learn the trade." No, but your driving instructor did. He didn't assume you came with previous experience. A road map is used by a driver (someone who has learned to drive). Trying to compare it to the DMG in it's purpose is trying to cloud the issue. You're a fairly new player, and decide to try your hand at running the game since noone else in your group does so. Upon cracking open the DMG, you learn that it assumes you have previous experience as a DM, and provides you with absolutely no examples, or glosses over topics since you already (supposedly) have experience with them. How much use would that book be to you if you're trying to learn? Not much. I didn't say it has what you need to run the game. Just everything to play it. Players don't actually need anything outside the PHB. DMs do. No, it shouldn't. It's a book of monsters. It's entire point is to have monsters. Just like the DMG is supposed to be a guide to running the game. Uh, yeah. This news was revealed in August. There will be a new PHB, DMG, and MM each year. It is the core rules. If it was going to be the only DMG, and it didn't teach new people to be DMs, then it's really a waste of paper. Sure, you can learn through trial and error like many of us did, but that does nothing to encourage people to get into it, which is why there's a shortage of DMs. If this pill is so bitter, then how did you swallow it with 1e? 2e? 3e? 3.5e? Catering to veterans at the expense of new blood stagnates your hobby. Veterans have their old editions that they swear are the epitome of game development, so they can keep those. To get new people you have to try new things, and one of those new things is making the DMG even more focused on helping you learn to run the game. I get what you're saying. You're not a noob, so you want the DMG to be all super advanced for you. Well, that's not the case, because that's not a good way to develop a game that you want new people to get into, play, and run with relative ease. [/QUOTE]
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